Super Smash Bros. Melee - Moves List - Roy

Super Smash Bros Melee
Roy FAQ
By Erik McLennan-Funkytoad
Version 6.9
06/17/02
Mail-xxfunkytoadxx@yahoo.com
AIM -xXFunkytoadXx
Sites that are allowed to host this FAQ:
www.gamefaqs.com
www.neoseeker.com
www.gamespot.com
www.ign.com
If you see it anywhere else, please notify me immediately.
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Table of Contents
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1-Introduction
2-Controls
3-Unlocking Roy
4-Why Roy?
5-The Roy Rule
6-Attacks
7-Attack Breakdown
-R.O.Y.
8-Items
9-Trophy Descriptions
10-One Player Modes
-Classic
-Adventure
-All-Star
-Event Match
-Break The Targets
-Homerun Contest
-Multi Man Melee
-10 Man Melee
-100 Man Melee
-3 Minute Melee
-15 Minute Melee
-Endless Melee
-Cruel Melee
-Training
11-VS Mode
-Strategies
-Stages
12-Words of Wisdom
13-FAQs
14-Closing
15-Credits
16-Disclaimer
///////////////
1-Introduction
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Hello everyone, and welcome to my Roy FAQ. My name is Funkytoad, and I'm an
avid gamer. I very much enjoy Super Smash Bros Melee, and have "mastered" Roy.
Now I shall pass on my knowledge to you ^_^ I'll be holding your hand through
everything that you could ever want to do with Roy...except that...get your
mind out of the gutter!
///////////
2-Controls
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Analog Stick-The round appendage protruding from the left side of your
controller. Ya can't miss it-Moves Roy. If you hold left or right, Roy will
move in that direction. If you tap it left or right and hold it, Roy will dash
in that direction. If you hold down, Roy will duck. If you press up, Roy will
jump. You can do one jump off the ground, and one in mid-air.
D-Pad-The four directional arrows right below the Analog Stick-Pressing up on
the D-Pad will make Roy do his taunt.
Start-The small circular button in the middle of your controller-Pauses the
game. When the game is paused, this unpauses it.
A-Large green button-Attacks. Depending on what directions you combine this
with, you can do many different attacks.
B-Small red button-Uses special attacks. Roy has 4 special attacks;B,
Forward+B, Up+b, and Down+B.
X and Y-Gray buttons above and beside A-Jump. If you hold the button, you'll
jump high. If you tap the button very lightly, you'll do a tiny jump. You can
jump once on the ground, and once in mid-air.
C Stick-Yellow analog stick below B-Used for smash attacks. If you tilt it
left or right, Roy will do his forward smash in that direction. If you tilt it
up or down, he'll do either his up smash or his down smash.
L and R-Grey analog buttons on the shoulders of the controller-Holding down L
or R will put up your shield. Since these are analog buttons, the strength of
the shield can vary, depending on how far you hold the button in.
Z-Purple button in front of R-Grabs the opponent. Once you've grabbed them,
you can throw them in any direction or knee him.
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3-Unlocking Roy
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In order to unlock Roy, you must first unlock Marth. To unlock Marth, you must
play with all of the original 14 characters, in any mode. It's easiest to just
play one VS match with each of them. After playing with the 14th character,
Marth will challenge you. Defeat him, and you'll unlock him. If you lose,
simply play another VS match, and he will challenge you again. Now, go to
either Classic mode, or Adventure mode and beat it with Marth on any
difficulty, with and stock, without using a continue. Now Roy will challenge
you. Defeat him, and he will be unlocked. If you lose, you must beat Classic
or Adventure again, without continuing.
///////////
4-Why Roy?
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Why would one want to play as Roy? Let me list the advantages and
disadvantages:
Advantages:
??????????
-Excellent range
-Fairly quick on his feet
-Powerful
-Very good in one on one matches
Disadvantages:
?????????????
-No projectiles
-Weak throws
-No meteor attacks **
-Crappy aerial fighter
As we can see, his advantages far out-weigh his disadvantages. Fighting
against a very good player with projectiles can be a bit of a problem, but he
can overcome them with a little craftiness. As for the weak throws, the
solution is just don't throw....it's not a vital part of winning a match by
any means. Meteor attacks are always nice, but he really doesn't need them. He
can Edge Guard much better than someone like Mario who -does- have a meteor
attack, so don't stress over this. Yes, he is a very crappy aerial
fighter...the only time you should even think of using a mid-air attack, is
when you've been popped up there by your opponent. So in conclusion, stay on
the ground, and this won't affect your fighting in the least.
**Something to note, I've received emails from at least 10 people now, telling
me that Roy does indeed have a meteor attack. In his Double Edge Dance, if you
do up+B for the third hit, it will smack the opponent straight down, and thus
is a meteor attack! I've tested this, and it is absolutely true. Keep in mind
that the Roy Rule applies;it will only smash them down if you hit them with
the middle of the blade.
AlphaZ44550@aol.com has informed me of something that I had noticed before,
but never really thought much of. Sometimes when you do Roy's up+A smash, the
enemy will be sent straight down. This is when the enemy is hit with the
middle of the blade. I've confirmed this quite a few times, and it does work.
I don't know when this would be useful, but it is indeed another Meteor Smash.
w00t, Roy is getting better all the time!
Ahah! So now we see that one of Roy's disadvantages can be stricken from the
list! Honestly everyone, this guy can own everyone and their mother. If you're
having trouble chosing which character you'd like to use, and "master" so to
speak, I highly recommend Roy.
///////////////
5-The Roy Rule
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Alright....before we really get into anything, I must state the Roy
rule...that is, something that you should always keep in mind. It affects
pretty much all of Roy's attacks, as as such, it's something good to take in.
Roy's blade has much more effect when you hit the opponent with the middle of
it. This goes for absolutely any attack where you're attacking with your
sword. You can tell by the difference in the sound, whether you're hitting
with the middle or not. When you hit with the tip, you make a *smack* sound,
like you're hitting a punching bag with a baseball bat. Learn to make the
middle of the blade connect, instead of the tip, and you'll fare much better.
//////////
6-Attacks
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Here are all of Roys moves, with information concerning them.
Note:Smash attacks are done by tapping the control stick in the direction.
These attacks can be charged by holding the A button.
Example:
Button Combo*Name*Description*Effect On Enemy*Max Damage
A*Slash*Slashes the enemy with the sword*Moves them a little bit*3
Forward+A*Forward Slash*Slashes the enemy with the sword while walking*Hits
the enemy back*11
Up+A*Upward Slash*Slashes upwards*Hits them up*8
Down+A*Low Stab*Stabs the enemy in the legs*Pops the enemy up into the air*12
Dash+A*Dashing Slash*Slashes the enemy while running*Pops the enemy up into
the air*12
Smash Forward+A*Sword Smash*Smashes the enemy with the sword*Hits the enemy
back far*19-27
Smash Up+A*Upward Stab*Stabs upwards*Hits the enemy up high*15-22
Smash Down+A*Double Sword Sweep*Sweeps both sides of himself with his
sword*Pops the enemy forward and up*20-28
Air+A*Double Air Slash*Slashes twice in mid-air*Hits the enemy back*7 per slash
Air+Forward+A*Air Slash*Slashes in mid-air*Hits the enemy back*8
Air+Back+A*Rear Air Slash*Slashes behind him in mid-air*Hits the enemy back*9
Air+Up+A*Upward Air Slash*Slashes upward in mid-air*Hits the enemy up a little
bit*6
Air+Down+A*Downward Air Slash*Slashes down in mid-air*Spikes the enemy down*7
B*Flare Blade*Smashes the enemy with his sword(can be charged*Hits the enemy
back(One hit KO if charged fully)*6-50(does 10 damage to yourself if charged
fully)
Forward+B*Double Edge Dance*Various Effects(see full explanation later on)
Up+B*Blazer*Travels upwards with an outstretched sword*Pulls the enemy up with
you and fires them up at the end*11
Down+B*Counter*Puts you in a position ready to counter*Hits the enemy back if
they attack you with any non smash, non special attack. Also counters
projectiles*1
Z*Grab*Grabs the enemy*Pulls them to you*N/A
Grab+A*Knee*Knees the enemy*N/A*3
Grab+Forward*Forward Throw*Throws the enemy forward*Enemy goes in direction
thrown*5
Grab+Back*Backward Throw*Throws the enemy backward*Enemy goes in direction
thrown*5
Grab+Up*Upward Throw*Throws the enemy up*Enemy goes flying up*5
Grab+Down*Downward Throw*Throws the enemy at the ground*Enemy goes behind you*6
L or R+Down*Sidestep*Roy sidesteps, dodging any attacks coming at him*N/A*N/A
L or R+Forward*Forward Roll*Roy rolls forward, dodging attacks*N/A*N/A
L or R+Back*Backward Roll*Roy rolls backward, dodging attacks*N/A*N/A
L or R+Air+Direction*Mid-Air Dodge*Roy moves in the direction that you used,
dodging attacks*N/A*N/A
Double Edge Dance:This move is a combo move that has many possibilities. It is
up to a 4 hit combo. The first attack is always the same, while the others can
differ. The 2nd attack can either be forward or up, and the 3rd and 4th
attacks can be forward, up, or down. I'm going to list these hits with a
description and their maximum damage.
F=Forward
U=Up
D=Down
F1*Forward Slash*5
F2*Forward Stab*5
F3*Forward Swipe*6
F3*Forward Smash*7
U2*Upward Swipe*3
U3*Downward Swipe*8 **
U4*Jumping Downward Smash*7
D3*Downward Slice*7
D4*Low Multi-Stab*9
**This attack is a meteor attack. If you hit the opponent with it (with the
middle of the blade) they will be sent straight down. I really like to use
this, as it doesn't send them flying, and so they're in perfect position to be
hit with any of the three great finishing attacks of Double Edge Dance
///////////////////
7-Attack Breakdown
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In this section I'm going to completely break down all of Roy's Smash Attacks,
and Special Attacks, so that you know what's going on with them...and stuff.
NOTE:All of the names of the smash attacks, are false names that I've given to
them for sake of reference.
_____________
Smash Attacks
?????????????
Forward+A Smash:Cross Slash
???????????????????????????
This is basically Roy's pinnacle attack, and a lot of strategy is based around
this move. The range of the attack is very awesome, and so you can beat your
foes down without them coming close to you. Quite useful indeed. It also deals
a very respectable amount of damage. On your first use, it deals between 20
and 27 damage, depending on how much you charge it up. Even when the damage
has gone to its very minimum, you still deal bewteen 13 and 18 damage, which
is quite good. Once you've used it enough times for the damage to be
minimized, they'll have enough damage to die rather quickly anyhow. Another
great thing about this move is that it smashes your opponent quite far. This
is an excellent move for edge guarding (though it is not quite as good of an
edge guarding move as Flare Blade). ALSO, the move hits a large area, not just
in front of you, but can hit enemies that are above you as well, providing
they aren't behind you, obviously =P All in all, I rate this to be Roy's best
move, and pretty much the beat all end all move of the entire game. Seriously.
Up+A Smash:Skyward Thrust
?????????????????????????
This is a pretty good attack that can somewhat hide Roy's completel aerial
suckage, as it has some pretty good upward range. This one is a beast for
damage, if you charge it up. Otherwise it's still decent. On your first
attack, you'll do 19 to 39(!!) damage, depending on charge. This is a 5 hit
attack btw, you need to hit with all 5 for the full damage. At minimum damage
though, it only does 9-13 damage, so don't overuse it, or else it will become
shite. Not really much else to say about this move. Oh yeah, it -is- a meteor
attack, if you follow the Roy Rule and hit with the middle of the blade, but
this is so hard to exploit that it's not even worth knowing. Moving on......=P
Down+A Smash:Clean Sweep
????????????????????????
Meh, this attack would be good, if it weren't so bloody slow. Honestly, any
good player will have you halfway to hell by the time Roy starts to slash with
his bloody sword. Don't waste your time on this move, seriously. Unless of
course the situation really calls for it, and I'm not sure when it
would.....meh.
_______________
Special Attacks
???????????????
B:Flare Blade
?????????????
This is quite the powerful attack, in its own right. It's the 3rd most
powerful attack in the game when fully charged (the top 2 being conditional
[roy's counter, and G&W's bucket]). The first time using it, the move does 6-50
(!!) damage, depending on how long you charge. If you charge it up all the
way, you'll get a big explosion, and damage yourself 10%. However, it's an
almost definite KO. When the damage is minimized, the attack is completel karp
though, doing from 4 to 29 damage. This attack is quite good in the sense that
it launches them far, even if it only does 5 or 6 damage. This is an extremely
useful edge guarding move, and my most preferred one. A good situation for
using this move is when you get a Bellossom, and the enemy is trapped by it's
sleep powder. Charge it up all the way, they aren't going anywhere ;)
Forward+B:Double Edge Dance
???????????????????????????
This move is detailed earlier....pretty much the same as
before....*yawn*.....Well, you can use this move for help returning to the
stage...but only use the first hit of it. You can use it a few times, but
pause for a moment, so that you don't do the whole combo, and fall to your
death like an idiot =P
Up+B:Blazer
???????????
An interesting move; this is Roy's main recovery move. Roy flies upward in a
slash. This move is somewhat reminiscent of Shooooooryuken!, except that Roy
is holding a sword =P. This is a multi hit attack. It doesn't do much damage,
but it still packs quite the punch if you follow the Roy Rule, and hit the
enemy with the middle of your blade. This is a great move for when you're in a
one player mode, fighting a ton of weak enemies, as it will usually kill them
in one hit. Also, if you hold forward right as you hit up+B, or well, a tiny
bit after, you'll get more horizontal distance, if that's what you're after. A
fairly good move, with nice recovery properties, all in all.
Down+B:Counter
??????????????
When Roy uses this move, he gets into a Kung Fu stance, and flashes. During
the time that he flashes, if anyone hits him with ANY attack, he'll counter it
and do 1.5 times the damage. Very useful indeed! This is a good way of letting
projectiles pass by you as well :) I like using this move on power characters,
like Ganondorf and Captain Falcon, as it will put a big hurt on them.
Generally countering a Warlock Punch is a one hit kill, unless you're in a
large level. Whee....stuff.
All of the attack summaries below are those of my good buddy Buckwheatz
Revenge. Kudos to Buckwheat ^_^
______________________________________________________________
Roy
Forward+B Double Edge Dance
Roy (shows pretty rainbow colors O_o;;; as he) executes a 4 hit combo. The key
to this is that you time your B button taps just right so he executes each of
his 4 hits on the enemy(I usually wait until the full swing of the past blade
sweep is completed). If you hit an enemy with the 4th swing, they will burn
up. The swings can even be aimed. This gives it the following uses:
1. can be started in the air and continued when Roy hits the ground,
gaining him horizontal distance to get back to an edge, making it an EXCELLENT
edgeguarding defense tool! ^_^
2. can be used as well to edgeguard because it has excellent range and
the duration of the combo (should you choose to use all 4 swipes).
3. is an excellent comboer, the moves come out one after the other,
getting your opponent caught in it. When used on an opponent at low damage,
this is damage % racking. When used on an opponent at high damage, can KO an
opponent.
4. because you can aim the swipes, this can be used in a variety of ways
to KO. You can aim up to juggle an opponent, or down to spike them, or keep it
simple and just go straight forward in a combo with it. Many options are
available. It is VERY hard for an opponent to predict which way you will swipe
because Roy also has good speed while using this. Before the opponent can
react, they are caught in the combo! ^_^
************************************************
*activates work of art skillz*
Legend: #'s = column number and step of the swipe, R = Roy, X = direction of
sword swipe; can hit either up, down, or forward.
Columns:
....1....2....3....4 - Number of B button tap.
-------------------------------------------
..........X....X....X - Direction UP
R..X....X....X....X - Direction FORWARD (or unaimed, default if you just
tap B alone)
................X....X - Direction DOWN
This shows the variety Roy has when using his B moves alone. If the fourth hit
is directed down,, he goes into a short infinite-hit-like combo. This is not
all though. After you use the first B, you can also use the A button, or any
other A move such as smash, etc. Allowing a greater chance for combos!
*ends art skillz*
************************************************
More on Forward+B
The first hit is always the same. It can't be pointed up or down, because
otherwise you'd use B Up or B Down. o_o After the first hit though, you can
work wonders. Many thanks to Aerodude for supplying this table.
2nd hit(upward)- knocks opponent into the air, ready to be comboed.
2nd hit(forward)- a continuation of the straight forward combo. It stuns, and
inflicts 5%.
3rd hit(upward)- a spike. A very useful tool when edgeguarding.
3rd hit(forward)- a forceful move that can clear.
3rd hit(downward)- sets on fire, and builds up damage. It can get up to 15%
damage at one time. Is a sweeping move, so it can hit the smallest characters,
even Pichu.
4th hit(upward)- a strengthened and widely ranged move, it send the opponent
less vertically than horizontally, so it's a good KO move and excellent
finisher to the combo.
4th hit(forward)- a good KO move. It's similar to his Forward Smash.
4th hit(downward)- an infinite combo. It hits 5 times altogether, but Roy,
unlike Marth, throws in some fire, to inflict an extra 4% with each hit. So,
it can get up to 25%, even without any of the other hits. !O_O!
That's all I have to say there. It can also be used to get back to the edge.
Keep using the first hit and hold down the direction of the ledge you are
returning to. This makes it a good edgeguarding defense move! ^_^
************************************************
Roy
Up-B Blazer
Roy does a flaming sword uppercut! This move is very useful in combos. It hits
your enemy with a continuous flame attack. It is also one of Roy's comeback
move (the Forward+A helps too!). The closer you are to your target, the more
damage dealt. This move can also be aimed! Hit B and diagonally up and
forward, and he trades some vertical height for some horizontal distance! It
is possible to use this move for juggling too. One special function of this
move is its ability to KO. When you Up+B near an opponent, it is possible just
after it is executed to aim Roy in the opposite direction. This will not only
steer Roy away from a cliff if he happens to be near an edge with the
opponent, but it knocks the opponent sky high! Some light opponents can be
KOed at low percents. It is possible to kill an opponent at 0% with this
technique. Thanks to Acidfreeze for a lot of these ideas.
............................................................................
....................... .X...................................................
....................... .X...................................................
..........X.............X...................................................
..........X.............X...................................................
........R1............R2....................................................
X = Opponent(heights opponents will travel vary according to method of Up+B
aiming).
R1 = Roy hitting opponent with a normal Up+B, Roy will head just a bit forward
in the air.
R2 = Roy hits the opponent aiming the Up+B in the direction away from his
opponent just after it's executed, this will cause Roy also to jump backwards
away from his opponent, and possibly, away from an edge too.
The height in which the opponent will be send is greatly increased while doing
this trick, and this KOs most lighter enemies at damages as low as
00!!!!!!!!!!! @m@zing1111!
*activates work of art skillz again*
Legend: R = Roy, ^ = direction in which Roy travels when he uses his Up+B.
Diagram 1 is when Roy does his normal Up+B, non directed. Diagaram 2 is what
happens to the uppercut when you press diagonal up while using the Up+B to
direct it.
D1.......|.......D2...
**********************
....^......|...........^...
...^.......|.......^....
R.........|...R.........
D1 is normal. Good vertical distance will be covered. D2 is a bit different.
You will get more horizontal distance than normal... suggested that this is
done when you are returning to a ledge, that little bit can help!
*end art skillz*
************************************************
Roy
B Flare Blade
Roy does an overhead sword swing from behind him chopping towards the front.
This B move when tapped or lightly pressed, can unleash a quick sword slash
that sets your opponent aflame. It is not as forceful as the Forward+A Smash,
but Roy's B move can be charged as well by holding the B button. This move can
be charged pretty much anywhere, even when Roy is falling he can charge this!
You can release the charged attack anytime as well, making it hard for an
opponent to predict what you are doing next. The opponent gets burned up as
well after they are hit by any degree of charging from the Flare Blade.
Anyway, charge this move to maximum and Roy will create a mini explosion,
causing 10% damage to himself, and sending an opponent (that is within range)
flying for about 50% damage. Most likely, if an opponent is hit by this move
fully charged, they will be KO'd. You can start the charging anywhere you
want, and even is flexible because you can start the charge in the air and
keep the same charge when you hit the ground. When charged, this B move of
Roy's is deadly powerful, and is exceptionally useful when edgeguarding. If
used edgeguarding and this move is fully charged up, I can guarantee a KO,
just as long as you hit with it! (which is not hard with the range of Roy
being quite long o_O)
************************************************
Roy
Down+B Counter
Roy stands still and absorbs the attack of his opponent with his sword. The
opponent is temporarily stunned along with Roy as he blocks and absorbs the
attack, and dishes back an attack to the opponent for damage! This move is
very useful in that you can counter many close range moves with this, and Roy
can counter moves while in the air as well! When you time this move just
right, it will be hard for an opponent to touch you with one of their moves,
because Roy will not be harmed, and retort an attack right back at an
opponent, free of charge! A great tool when used as edgeguarding defense.
Sorta like Falcon's Up+B, because time will temporarily "halt" for the 2
characters involved in this move. ^_^
************************************************
Roy
Aerial Back+A
Roy's Air Back+A puts him in the direction his back is turned to, allowing him
to get right into attacks, combos, or whatever you want to do. Recovery speed
is a key point here, and because Roy turns in the direction of his opponent,
he cuts the time normal characters have to do which is landing, then turning
in the direction of his opponent.
************************************************
Roy
Running
Basically Roy bends his knees and gets down low to the ground as he sprints.
Because he gets so low to the ground, some attacks (mainly projectiles) will
miss him. When he sprints close to an opponent he can immediately slash his
opponent with his sword, by pressing A while running (lengthy description for
a Running+A O_o;-). Getting low to the ground will avoid many attacks and
allow Roy the opportunity to start out effective combos by using his Running+A
attack!
************************************************
Roy
Power
Many of Roy's moves have great power. His B Flare Blade can be charged and
released wherever he see fitted. This allows a variety in it's power as well.
Whether fully charged or not, this move has power. Roy's Forward+B has power
as well. Some of the final hits of his combo have the power to KO an opponent,
and this isn't hard to do seeing that Roy moves in a forward motion towards
his opponent while performing this move. All of Roy's smash moves are equally
good in power, if not better. The fact that he uses a sword grants him extra
range over other many other characters. Having that little bit of range makes
his opponents all that much easier to KO, and makes him deadly on the
battlefield when his opponent is at high damage.
************************************************
Roy
Combos
Roy has many moves which can easily be comboed with. Probably the most
powerful comboing tool Roy has is his Forward+B Double Edge Dance. This move
allows Roy to flow in and out of combos, as he can easily stop his Forward+B
at any time and for example throw in either a B (Flare Blade) or a quick
Forward+A Smash by using the C-stick forward. Here is a list of some of the
combos I have discovered while using Roy.
Roy Combos
~Double Edge Dance
Roy's standard Forward+B can be executed in a variety of combinations up to 27
possible moves! The following diagram will help you understand how many combos
Roy has at his disposal with this move.
*activates work of art skillz*
......................................................................
......................................Up.............................
...................................../.................................
.................................Up ' B...........................
................................/.....\................................
.............................../.......Down........................
............................./.......................................
............................/.......Up..............................
.........................../....../..................................
........................Up ' B ' B.............................
....................../.....\......\..................................
...................../.......\......Down..........................
...................../.........\.......................................
.................../...........\............Up.......................
................../.............\........./..........................
................./...............Down ' B......................
................/.........................\.........................
.............../...........................Down..................
Forward+B.....................................................
...............\......................Up............................
................\.................../...............................
.................\..............Up ' B..........................
..................\............/.....\..............................
.................. \........../........Down.......................
....................\......../.......................................
.....................\...../.......Up.............................
......................\.../....../..................................
........................B ' B ' B.............................
..........................\.......\.................................
..........................\........Down.........................
............................\........................................
............................\............Up.......................
.............................\........./............................
...............................Down ' B......................
.......................................\...........................
........................................Down....................
...................................................................
Note: regarding the 2nd slash of the combo, you cannot aim a down slash, there
is only an option to aim forward or up on the 2nd slash. A forward aimed slash
in my diagram is displayed as simply "B", because if you don't aim the move
and just tap B, by default it will execute the 4 Forward+B combinations.
*end art skillz*
All this mess adds up to 27 possible combinations for this move. Needless to
say this attack is unpredictable. Using a variety of directions with this move
makes it hard for an opponent to get out of this combo. You can KO most of the
time with the last moves (4th step) of the combo in that they pack the most
force, and the force makes a great cap after racking up damage with the
earlier hits of the combo.
************************************************
Stage Strategies
Icicle Moutain
Use the Up+B Blazer move to aid in your upward progress. When the screen
scrolling slows down, use Roy's combos such as his Forward+B Double Edge Dance
and Smash attacks to hit your opponent out of screen for kills. Send them up
if you want, but a more effective option would be to send them horizontally.
Princesss Peach's Castle
At the center pillar, use the Up+B Blazer to catch an opponent above you off
guard. Same applies if you happen to be above an opponent on one of the many
appearing platforms. On the flat spaces, use smash attacks and Roy's Forward+B
Double Edge Dance. Try to lure your opponent over to the Bullet Bill when it
is about to explode, and use Roy's quick jumping and the Up+B to escape the
explosion. Use edgeguarding tactics on the ramps of the roof on either side of
the castle.
Rainbow Cruise
Use the Forward+B to get opponents caught in a combo and even get a kill by
using edgeguarding techniques off the platforms, carpets, the boat, and other
obstacles. Try using it in the air going to a platform also, you can go right
into the other 3 moves. This is a big help for edgeguarding defense. Use Up+B
when fit also. Opponents will be above you quite often.
Kongo Jungle
Use the Up+B and Air dodging to it's full advantages. Also execute the
B+Forwards quite often. Use the little island as a steak-out post and prepare
Roy for a Up+B to an opponent jumping over to it or smash them with the c-
stick quick smash. Continue to Up+B your opponent to higher platforms, as this
is a good juggling tactic because the Blazer move is so fast.
Jungle Japes
Use the Down+A c-stick quick smash here to edgeguard opponents who are trying
to get back to the main or side platforms. Same applies with the Forward
Smash. Forward+B is a necessity here. Use it frequently as you chase your
opponent across the platforms. Of course, use it in the air to start the combo
off, as it will catch your opponent off guard. Don't forget to throw in a
Down+B in the air too, it'll stun your opponent and give them a retort for
damage%!
(Termina) Great Bay
Use the Running+A move on the main flat platform. It's really quick and will
set up for
combos. If you are below the main platform on either side, and an opponent is
above
you, use a Up+B on them to knock them away, cause damage, and gain access to
the
main platform. B+Forward is a good idea to use when edgeguarding and use it
often on
the main platform. Smash your opponents against the underneath of the main
platform
should they decide to join you on either the floating platform or the one just
before the
turtle. They will deflect off the bottom of the main platform into the deep
waters below.
The balloon serves as an escape from your opponent as you can fall back down
on them
from it and use a Down+B to block the attack as well as retort it back on them.
Hyrule Temple
Use Up+B on opponents above on platforms. Use the wide space to charge a B
Flare
Blade move and lay a powerful blade blow on your opponent. Charge the B move
as well
while edgeguarding on any of the ledges. The Forward+B is definitely a useful
tool to
have here. It should be used in open areas, in the air, getting back to a
ledge, and more.
Running+A is also a useful move to use in the flat areas. You can KO easiest
of the time
by sending the opponents up and out of the stage by using an Up+A Smash. It'll
also
set them on fire.
Yoshi's Story
Use the little floating cloud to the left and right of the main platform to
surprise your
Opponents. If they are edgeguarding from the main platform, try Up+Bing them
when the
cloud moves down to a lower elevation. Use Forward+B and your Smash moves a
lot for
KO's. Up+B opponents above you on the 3 platforms. Also the Up+A Smash can go
through the lower of the 2 platforms, so use that to Roy's advantage.
Yoshi's Island
Pipes and slope are good places to "aim high" when using Roy's Forward+B on
it. Use
smashes to both knock your opponents up or horizontally out of the level. B+Up
is useful
when an opponent is above you on either the pipe or the slope. Also you can
B+Up
through the spinning Yellow blocks and hit your opponent should they happen to
be up
there.
Fountain of Dreams
Make excellent use of Roy's Forward+B on the flat platforms as well on the
main
platform. The sinking platforms you can use as a diversion and you can drop
below the
platform and Up+B your opponent. It's a rather small level, so edgeguarding
will be very
necessary. Charge Roy's B Flare Blade when he's edgeguarding, as you'll be
able to
charge while your opponent is out over the edge, trying to get back.
Green Greens
Opponents on the 2 platforms in the center of the stage are prime targets for
an Up+B.
With a Forward+A Smash, you can clear all the blocks away with Roy's range.
You can
spike an enemy into the pit once all the blocks are cleared with Roy's Air
Down+A.
Edgeguarding is a key factor here too as Roy. Forward+A Smash and charge the B
Flare
Blade when edgeguarding.
Corneria
Spike an enemy off the head end of the ship with Roy's Air Down+A and put them
in
range for the Great Fox Cannon! It can do about 280% damage and r0x0rz your
opponent
with massive force! You can also Up+A Smash or simple Up+A your opponent into
the
laser paths of both the horizontally traveling ships as well as the ships who
shoot at the
mid section of the level from the background. Standard edgeguarding, use
Forward+B,
B, and Forward+A Smash. They have great range. When going up on the fin of the
great
fox, aim the Forward+B upwards to hit the opponents above you on the slope.
Also use
the arwings as a temporary escape platform to get out of an opponents juggle.
(Juggling
defense factor.)
Venom
Use the multiple platforms as an opponent is perched above you for an Up+B. on
the
wing tips(ends), use Forward+B to edgeguard. Forward+A Smashes and B's work
well
too. Aim the Forward+B to adjust and hit opponents who happen to be on the
anatomically curved slopes of the wings and ship.
Flat Zone
The little disappearing / re-appearing platforms set up opponents for Up+B's
by Roy
from below. The flat areas prove to be a great place to execute Roy's
Forward+B
combos, and use the range and speed of the Running+A. Edgeguarding is a bit
different
here, it's a bit easier in that there will be an instant death once anyone
reaches a certain
point off screen. This makes it easy for Roy, simply get an opponent as far to
the borders
of the board as you can, and use one of his vastly ranged and powerful moves
to knock
them out of bounds and off stage. Power moves of Roy's include the B(charge
when
possible), Forward+A Smash, Up+A Smash, Down+A Smash, and the Up+B Blazer.
Blazer can KO if you aim away from an opponent as it will knock an enemy more
than
twice as high as they would originally go! Using that tactic you can KO an
opponent at
anything as low as 0%. ^_^
??????????????????????????????????????????????????????????????
Once again, big thanks to Buckwheatz Revenge for his intelligent insights!
R.O.Y. is the Roy Clan at the Super Smash Brothers Melee Social Board. I am a
member of this clan. In this section of the FAQ, I'm going to bring you
insights from members of my clan, about Roy, about all of his moves, how
they're really good, and how he is superior to other characters.
R.O.Y vs Super Samus Squad
??????????????????????????
NGCGameMaster:
Forward-B Attack
Samus- Her forward-b move is just a missle. I doesnt have any type of combo
with it. It leaves Samus open for attack from behind so she can get hit. It
sometimes doesnt even hit the opponent that shes aiming at just making it a
waste of time. The missle can be deflected easily because it is so slow, just
a tap on the A button makes it explode causing no damage to the opposing
player. Her missle also has a delay time before it shoots.
Roy- For Roy's forward-b move it has all types of combos. It can vary from 3-
15 damage. In the middle of the attacks he can perform different varities of
attacks, such as: an upward attack, forward, or downward. Of what i know there
is 27 different combinations of Roy's foward-b attack, all varying in distance
and power. Depending on what type of combo you choose it can vary in distance
you hit your opponent. During the process of the combos it can deflect mid-air
objects without Roy taking damage. It also has the ability to rack up damage
easily.
I am in favor of Roy here.
Buckwheatz Return:
General Opening
Roy is a character whose sword gives largely ranged attacks and a big
advantage. Samus has shorter ranged non-projectile attacks, and Roy has a
definite edge over her when in the areas of range, comboing, and speed. Let me
take Roy and Samus' B moves. Roy's Forward+B Double Edge Dance attack can be
executed on the spot, and comboed as he can hit the opponent up to four times
let alone just that move. It has good range, speed, is a good edgeguarding
move and many other aspects. Samus's Forward+B Missile is slow to come out.
You can't really combo with it like Roy's Forward+B because it is a
projectile. It can be rolled, dodged, or shielded to avoid at your own
convenience because, it is traveling towards Roy as an object outside Samus'
body, so essentially, it is weaker and less useful than some of Samus' other
non-projectile attacks she'd have to move in close to Roy to do damage. Just
keep in mind that Roy's sword can cover more area than a standard non-
projectile attack because of its range, and this prevents Samus come very
close with the majority of her non-projectile moves. Roy's speed, range,
combos, short recovery time, speedy jumping, as well as many other aspects I
will show give him a definite advantage over Samus.
General "B" move arguement
Roy's Flare Blade has more power than Samus' charge shot. Flare Blade can
reach up to 50% fully charged, while Samus' projectile only gets up to 28%
fully charged. Samus' damages on her Charge Shots will decrease dramatically
downwards from 28% upon further uses (overusing it). Given this information,
Roy's Flare Blade is more likely to KO an opponent than Samus' Charge Shot.
Flare Blade isn't badly ranged either for a stationary non-projectile attack.
Samus' Charge Shot is a projectile. Roy has the option to evade the projectile
as well. He can mid-air dodge, roll, or shield to avoid the giant ball of
energy. Probably a more suitable option for Roy though would be to Down+B
Counter the flying projectile. Of course, you should be close up to Samus for
the sake of the Down+B Counter swipe hitting her, but this move will deflect
charge shot away, as well as cause Roy to counter swipe at Samus for 1.5x more
damage than the charged shot would have caused if it hit Roy.
ONE MORE THING!!! General "B" move arguement
Samus can't charge the Charge Shot while she's in midair. She can only release
a shot (which will be a weak 3% damage hit unless you've charged prior to the
jump). Roy can charge Flare Blade in the air. He can also release it when he
wants. He can continue his charge on Flare Blade even after he hits the ground.
Raydude:
running
roy can definetly run faster then samus and has a much less chance of getting
hit while running. Roy bends down really low when he's running so any high
attacks would miss him but samus stands up strait making it real easy to hit
her when she's running.
Buckwheatz Return:
Counter regarding Smash attacks... (?_?)
"Overall: samus' smashes are fast and easy to pull off, they make good combo
moves and send the opponent very far even at the lowest power."
Some evidence? Maybe a specific move? You aren't proving or debating anything
by just saying "they're powerful". I can do that too. Specify a move please. I
can simply say all of Roy's Smashes have great speed, have great power, are
great edgeguarders, etc... that makes no sense, see where I'm coming from?
"roys smashes are slow and take time to pull off. yes, they have range, but
samus can dodge the smash and counter with one of her own."
Specific info? They are not slow. You are making incorrect general statements
about Roy's Smashes. The Down+A Smash comes out instantly, and hits on both
sides of Roy. The Up+A Smash Samus goes in an arc over Samus' head, so they'll
hit opponents above them at the same time anyway. Roy's reaches greater
heights as it has more range. The Forward+A Smash has a second of delay time,
but the range the move achieves will make that delay insignificant. What smash
would you dodge? I can't use all the smashes at once! I'll be more specific in
a bit. ^_^
Counter regarding Forward+A Smash
"> smash: samus' forward smash is undoubtedly one of the fastest, if not the
fastest, forward smashes in the game. it can be executed quickly, can be
aimed, and has great throwing distance
roys forward smash, while having range, is slow and has an even slower
cooldown. samus can dodge or roll around it with ease and use her own smash as
a counter"
Samus' Forward+A Smash gets 19%, which is some 8% less than Roy's Forward+A
Smash. Samus' is low ranged, and much less than Roy's so his can reach longer
distances than Samus'. This makes Roy's Forward+A Smash a better edgeguarder
right off the bat. Roy's Smash having great power is also a plus of this move,
as it DOES have more power and can KO opponents easier than Samus' can.
To avoid Samus' forward+A smash, Roy has many options. Probably the best would
be Roy's Down+B Counter. It will put the damage right back at samus for 1.5x
the damage it would cause Roy! [B][C][D][E].
uses Systems for Success.
?ystem ?or ?uccess
~~~~~~~~~~~~~~~~
This is a key for my evasive System for Success. To make things easy, to avoid
a situation, Roy can use a variety of evasive moves. Wherever you see the
letters in brackets in my counter posts, look back to my key, pretty much I
was looking to save some typing and save the refs some reading, so I used a
system! To make it simple, the ref can just copy my system to a sheet of
paper, or something they can write on at their own disposal, otherwise, you'll
have to keep coming back to this post! >_
Roy has a lot of power behind him. Moves like Forward smash(20%), B(50%), Up
Smash(16%), and Down Smash(19%) are the backbone of his power, and they serve
him well. Anyone of these moves can deal out the damage as well as KO the
opponent. His power isn't limited to these KO moves. He has the ability to
heavily damage the opponent with His Forward B(20%) and Dash A(12%). All this
makes for a surprisingly powerful character.
Speed>
There is no doubt of Roy's speed. His regular A, Up and B, Forward and B,
Aerial moves and Smashes all have above average speed. Sacrificing power does
not attain the speed he has. His power is retained, and his moves achieve a
perfect balance in quickness and force. His roll is extremely fast, and his
shield is also quick to defend him. His grabs also have this quickness. He
grapples the opponent with a speed not usually seen in characters with his
power. This all accounted for, he is a character near the top in all facets of
speed.
Range>
Roy's range is his biggest asset. He has a severe lack of poor range moves.
This is due to the very nature of his attacks. With his sword, he can out-
range even the most deadly attacks, thus rendering them useless. All his A and
B moves save one use this incredible sword, and that move (Down and B), is not
an offensive move.
Arc>(range sub-category)
His sword provides a bounty of arc. Only 5 of 25 moves don't use the slashing
motion for the main attack (Down A, Smash Down A, Down B, Regular Aerial A,
and Up Smash A). All other moves use to full length of the sword to cover as
much area as possible in the attack. His arc is second to none.
Priority>
His attacks provide much priority. Priority is the ability to cancel or go
through the opponents attacks. Many Roy's moves have this ability (Smash A
moves including; Up, Down, and Forward, B, Forward + B, and Up + B). Combined
with Down and B (which is impossible to go through, literally) and you have a
character that has the ability to go right through your attacks and turn your
attack into a weakness.
go ahead and analyze those b moves ppl (which i know a lot are about to right
now) ill analyze SMASHES.
*ahem*
Overall: samus' smashes are fast and easy to pull off, they make good combo
moves and send the opponent very far even at the lowest power.
roys smashes are slow and take time to pull off. yes, they have range, but
samus can dodge the smash and counter with one of her own.
-Samus's smashes have some of the worst range in the game.
-Overall, samus has less power than Roy, especially in A moves. So if Samus
can "Send the opponent very far even at the lowest power" Roy should be able
to kill them no?
-Samus's slow Roll can never out-speed Roys A moves.
> smash: samus' forward smash is undoubtedly one of the fastest, if not the
fastest, forward smashes in the game. it can be executed quickly, can be
aimed, and has great throwing distance
roys forward smash, while having range, is slow and has an even slower
cooldown. samus can dodge or roll around it with ease and use her own smash as
a counter
-Marth is fastest, although samus does have speed, her awefull range and
general stabbing motion limit its use to extremely close fighting
-Not a good edguarder due to the bad range and Hit area.
-Again, her slow roll isn't faster enough to beat Roy's Smash, which is quite
fast, but slightly slower than Samus's.
-Roy has insane range, and more power than Samus's. It also happens to do more
damage.
^smash: samus' ^smash has a wide radius of fire and hits several times. it has
not ko power, but its good for using on enemies above you on platforms
roys ^smash has a very narrow attack radius. it is also slow and easily
dodged. while doing a lot of damage and having excellent juggling power, samus
can counter this with a bomb , drop off to the side of roy, and start himin a
combo that he cant break thru
-Same speed on the start up.
-Roy can potentially hit opponents on the ground and behind him, something
samus cant do. Roy definatly wins in the range department also.
-Roy's move has much better KO power.
-On average, Roy does more damage, Unless the opponent is caught in front of
samus, and right next to her, there is no way to do the full damage, which is
like 21%. Roy on the other hand, Can do 15+ damage almost all the time
\/smash: samus' \/smash has an excellent radius, and is executed very quickly.
it can be used as a crowd clearer as it sends opponents flying. the back is
slightly less powerful but is equally useful in combos
roys \/smash also has a good radius, but isnt executed nearly as fast. there
is a pause between the forward and backward hit, leaving him more open to
attacks from behind. while being a good crowd clearer, samus can get about 1.5
\/smashes in for every one of his (assuming they are not interrupted)
-Roys power is not even touched by Samus's spin move. He has much better
range, power, and damage. Samus takes home the speed trophy. The way I see it,
if Roy connects with this move, samus takes masses of damage and could be
killed. The good range makes it so Samus can be out of range for her Down A,
and yet Roy can still hit her with his move. If samus manages to get close
enough to hit Roy with hers, it will do minimal damage, and not KO roy, the
trajectory also limits Combing. Roys Down A automatically sets up an Up A
smash for much more damage, but that's only if it doesn't kill Samus.
ets GET DOWN! o_o;;
B move: Samus's Charge cannon vs. Roys Fire Blade
Samus's charge cannon:
ahh yes the signature charge shot... this baby can be charged and released at
any time. it cant do as much as roys B and doesnt have the one hit KO power
ethier, but who the hells gonna go underneath Roys blade and say hmmm i feel
like taking a hit today... anyway, samus's cannon does anywhere from 3%-27%
and can go great distances without goin out. Its best used in the air or close
range. overall a great attack from far or close up...
-Roy can easily do 27% damage, just while falling through the air and
charging. Samus can't even Charge in the Air =(
-From far away, it can be easily Sheilded or Jumped over. It flys too slow to
be usefull from a long ways.
-Roy's move releases way faster, and starts charging faster too =(
Roy - For Roy's forward-b move it has all types of combos. It can vary from 3-
15 damage. In the middle of the attacks he can perform different varities of
attacks, such as: an upward attack, forward, or downward. Of what i know there
is 27 different combinations of Roy's foward-b attack, all varying in distance
and power. Depending on what type of combo you choose it can vary in distance
you hit your opponent. During the process of the combos it can deflect mid-air
objects without Roy taking damage. It also has the ability to rack up damage
easily.
Often, these combo moves are too powerful to pull off on an opponent all at
once, making the combo rather ineffective. these do send opponents flying, but
are easily avoided. Samus can roll around them. OR she could just stick to her
own >B which is a ranged attack, and keep roy at a distance. Roys >B, while
having good damage, distance, and somewhat useful as a recovery, only hits in
one direction, is slow, and hard to pull out of if you make a mistake. while
doing this samus could easily meteor you right down to infinity, or up to the
sky, depending on where you are.
-What? Meteor on the stage who? Well lemme try to explain why this move is
about 5 times better than a missle.
-WAY faster, lasts longer, more powerfull, more damage, more uses, recovery
ability, superfast start up and recovery time, stuns for longer, can be used
over and over due to the speed, hard to see coming, hard to jump over, hard to
shield, good range for the speed it has, KO ability, Good trajectory, Combo
potential, many options as the move is played out, ect.
Are those good enough reasons? How about these pertaining to Samus ->
-Easy to see coming, slow start up, slow finnish, lack of Combo ability, no
power, poor hit area, less options, and useless. I would like to compare this
move to a misquito...irritating but not dangerous.
ok >B time!
Samus's missle Vs. Roys Dancing Blade
Samus's missle:
now some may say that these are weak and cant go to far before dying welp....
if you knew when to use them youd know why they are good. The homing missle is
weak thats true but its true purpose is to stop charges and combo attacks such
as Roys B and Roys >B. the homing missle can also be used while your opponet
is flying off the stage. it can cancel a jump and set up for another smash
missle to be sent. speaking of smash missle, the super missle (as it is called
in super metroid), is best used abit closer but not that close as to get hit
by an attack. This fools the player into thinking its an >A smash and they
back away only to be hit by it. the super missle is at its best when the
opponet is in the air as well. if you can hit them with a super missle in air,
theres an 80% chance they arent making it back. The homing missle does 4% and
the super missle does 15-17%.
-I don't think that roy has long range charges and combos =/
-It allows Roy to use another recovery move
-Easy to see coming, hence easy to avoid/cancel/shield/dodge
Roys dancing blade:
This attack is also pretty good if you know how to use it. the part i always
find tricky though is hitting them with the last hit. i can always get 3 and
that gets me around 12%... anyway, you of course can only use this on ground.
it does a fair amount of damage but normally when you aim up or forward on the
third slash, it sends them too far away to start comboing away. due to samus's
long jumps in the air, she can eaisly evade the slashes. its a nice attack and
the color changes are good its just lacking the options samus has.
-Nope, It can be used in the Air just as effectively. It is almost more
usefull in the Air. Super-fast disruption, combo killing, stunning, it can
even lift people off the ground into the combo.
-Lets Roy hover in the Air, this makes it harder to time Missiles, it also
lets him get much more recovery distance.
Pros for Samus's >B:
longer range
a nice amount of dammage
is THE perfect edge guarder
-It only allows Roy to gain more distance on recovery if used for edgeguarding.
-Less than Roy for damage =(
-Long range = Easy to see coming
Cons:
it has a big recovery time afterwards so you are hopin they get caught in it.
it dosent send them that far unless you hit them with all 4 attacks.
cant use anywhere except ground.
-Yeah, such long recovery that it can only be used 3 times in the Air before
Ory gets back down from his jump -_-;;
-The third attack can easily KO, and by that time the damage is already more
than Samus's move..
-In the Air is even more effective, as I already explained
Roy's Fire Blade:
Yesh this attack is tight if you could pull it off aginst a human player. it
has the one hit KOness and kwel effects. only prob is if you are gonna play
witha a long ranged character like samus (or any human) you are only hurting
yourself... speaking of hurting yourself, if roy releases this attack at or
around full blast, he takes 10% dammage. not that good for an attack that most
likely wont make contact.
-lol, you can release it before it hits Roy you know. Roy can travel while
charging too, he can fly through the Air and charge, then release as he
arrives, basically making it a transportable move, and giving it range.
Pros for samus B:
Good damage for a standard B attack
Can be shot at anytime
can go across just about any stage without dissapearing
medium KO power
-Slow
-easy to see it coming
-Has to be charged to the max to be usefull
Cons:
Short range
long chargeup
he hurts himself if charged all da way
-Can also be released at anytime, but his releases much faster, furthering it
usefulness in a realy fight.
-Can be used in the Air, momentum makes it mobile
-Releasable near the end without major Power\damage loss.
Samus- Her forward-b move is just a missle. I doesnt have any type of combo
with it. It leaves Samus open for attack from behind so she can get hit. It
sometimes doesnt even hit the opponent that shes aiming at just making it a
waste of time. The missle can be deflected easily because it is so slow, just
a tap on the A button makes it explode causing no damage to the opposing
player. Her missle also has a delay time before it shoots.
Samus' forward-b is TWO missles. one is a homing missle the other is a
powerful smash attack. this smash attack is ranged, farther than roys smash
attack could ever range, and can be fired in the air unlike other smashes.
this has great comboing potential, in that four or five super misles coming at
you is impossible to avoid at once, even by jumping (a good samus player
wouldnt fire that many in a situation where u could just jump outta it). by
throwing you in the air, you would be only able to jump around them, and you
only have three jumps (counting the dodge) that arent even that good anyway.
super missles make great kos.
the homing missle is good for disrupting attacks. often the super missle is
hard to pull off accurately in midair, this is where the homing missle comes
in. if someone is coming back to the edge, be they abve or below, you can fire
a missle to home in on their sorry arses to rack up damage and waste their
jump (if its their normal jump then they just wasted it on a homing missle).
while htis missle does a small amount of damage it can easily put you opponent
on his/her toes.
-Range comes with projectiles, but so does Less damage, power, speed, ect.
-a simple Sheild or air dodge nullifys slow moving homing missles.
-Roys Up and B, that super fast Fire dragon move can easily be used just
before the missle hits, and it can then be used again, only furthering our
recovery. Talk about a backfire
On the contrary, Roy's forward smash can do up to 27% damage, and samus's can
only go up to 20%, which is a huge difference. And how can samus's smash
be "aimed"? it has extreamly bad arc, and its power is only minimal compared
to roy. Roy swings down at a 45 degree angle, and has incredible range
compared to samus's poor smash. Samus's smash cant even be used for edge
guarding, since it barley covers any distance. And how would you be able to
roll around a smash attack from roy? Roy's smash goes down in about .3
seconds, and the reaction time for a human being isnt even that much. so you
would have to be pretty amazing to roll out of the way of something like that.
plus, Samus's roll is extreamly slow, so even if Samus did somehow managed to
evade Roy's smash, Roy could easily turn around and prepare another one as
Samus recovers from the slow roll. Samus's forward smash is insanely
inaccurate, not to mention weak, and short ranged, making it obsolete compared
to Roy.
Samus' smash can be aimed up, down, or forward depending on how you tilt the
joystick. this was an attribute that, sadly, didnt carry over for most
characters from the original. it allows you to hit an opponent low for easier
defending, high if they have decent damage on them, and just straight forward.
Roys smash only hits high, being hit high allows you to recover more easily.
and, you dont necessarily have to roll, you can dodge it too. Scenario: roy
does a >smash, samus dodges, roy readies another smash while at the same time
samus unloads a fully charged beam on him. the beam hits roy right before or
at the same time he hits samus, sending him flying and leaving samus unharmed.
if he hits the beam it cancels it out and leaves him stunned for a second. a
second is a long time, and plenty of time to begin a combo or just to toss roy
away and keep him away with projectiles. samus' smash seems accurate, but
thats because its short ranged. its main use is just to knock enemies away
from her.
-Yeah, all that scenario is BS. Unless samus uses her roll before or at the
same time as Roy's smash, she will be hit. Can you send me that book quick,
yeah that one entitled "psychic powers for beginners" -_-;
-Roy dominates the Power, arc, range, priority, edge-guarding, and combo-
ability, Samus takes the "Hit guys who are right next to you a slight distance
away" trophy.
Samus's Up Smash does crap damage, and barley hits that far at all. Roy's
packs a punch, does a bunch of damage, and is excellent for starting a
juggling combos. How could she counter this attack with a bomb, if the attack
sends samus so far into the air that the bomb will eather dissappear before it
hits Roy, or Roy will obviously move out of the way, or even better, Roy will
just meet Samus in mid air with an A or Up+A or Up+B to continue a juggling
combo. You can't always count on samus's Up+A on hitting Roy with every flame,
and with its poor power, Roy can easily recover and follow up with a Down+B if
the samus decides to continue attacking, or maybe with a double-edged dance.
like i said, with a bomb. if i see roy using this move then i can use a bomb
while close to him and then move off to the side, out of harms way. this will
obviously disrupt the attack. also, it is very very slow, as i also said. this
move can only be pulled off while samus is high above roy, so she cant use her
meteor to disrupt it. if you tried to use this move while samus almost on top
of you, she could meteor you right into the sky with no problem. and, roy has
a long cooldown time for this move, and samus can just hit him while he
recovers, making "movng out of the way" very difficult.
-If you have to "see" one of roy's moves to react, you probly got hit by the
time you got to the word "see"
-Does anyone know which attack we are talking about here?
-We don't use Counter unless the attack is started, or we expect an attack, as
in a Combo/Juggle.
Fortunatly, Roy's Down Smash has even better radius, not to mention better it
can do up to 28% Damage!!!! Samus's can only do up to 21%, AND the backward
hit is weaker than the forwards hit, making the attack even weaker. That is a
huge damage difference, making Roy's attack much more rounded out and better.
Roy's also packs more of a punch, as it can Star KO someone easily. And unless
you didn't notice, Samus's Down Smash also has a pause between the
forward/backward hit.
like i said, samus' smash is faster. she can get off 1.5 of her smashes for
his one. the pause in samus' smash is very short, while roys is a long one and
leaves him open even to samus' forward smash. he swings, pauses, swings again.
samus spins around with her foot. the only pause is while her foot is facing
away or torward the camera, and that one is short. roys cant clear crowds well
because his is too slow. samus sends her opponent behind her, which is a good
thing because her back+a in the air is extremely powerful, and faster than
anything roy can pull off while he flies from her smash.
-Speed = Samus, Everything else is owned by Roy
-The trajectory is no competition. Behind samus and you are limited to 1 move,
With Roy, being straight above him, he can uses a plethora of good solid
Aerial moves.
Samus- Her forward-b move is just a missle. I doesnt have any type of combo
with it. It leaves Samus open for attack from behind so she can get hit. It
sometimes doesnt even hit the opponent that shes aiming at just making it a
waste of time. The missle can be deflected easily because it is so slow, just
a tap on the A button makes it explode causing no damage to the opposing
player. Her missle also has a delay time before it shoots.
Kids these days. They can't stick with the truth. Let us analyze this shall
we? Okay first of all the missile has many types of combos. Have you ever seen
somebody getting held up in the air with missiles? The missiles don't leave
Samus open for attack. This is a one on one battle, you won't have the time to
run forward, and dodge the missile. The missiles have short startup time, and
the usefulness of a long distance powerful attack is something that Roy will
never achieve. You can never assume that Samus's moves are a waste of time.
Ask previous clans, they'll tell you. If the missile misses you, either by you
dodging or side stepping, I'll already have a second missile coming your way.
You think the missiles are slow? Let's see Roy countdown attack...that takes
beyond too long to catch someone off gaurd. Samus's missiles have good speed,
great range, and excellent power. Roy's Forward B attack is hardly useful in
one on one matches. Trust me, I know two people who use him, and never win
against me. Roy's attack does about 15% damage if you're lucky, and it takes
about 3 hits to do so. Samus's attack, on the other hand, has distance, homing
capabilities, powerful attack power, unrivaled edge guarding capabilities, and
deadly comboing abilities, all in exchange for 3% damage. All in all, Samus's
move is better. ROy's attack may look good, but it's all flashy colors, and no
noticeable potential against a player in the SSS.
-The speed of the missles, both in the air and the start up/recovery time,
prevent any such Trap of death, or line of missles. The speed of them is
simply to much to form a string of these and be effective.
-LOL, I like how you think that This move is better because you beat your
friends with Samus.
-First of all, I already told the truth about this move. Lets go over it
again, shall we? =P
a. It is by far faster than the missle, it can be used 3 times in the Air
before Roys hits the ground again, samus gets 1 off =(
b. More damage, more power
c. Can be used for disruption, lift, quick attacks, damage, KO's, comboing,
recovery, ect.
-Are we all fully aware now that Dancing Blade > Missile?
the grab and running throw:
samus:
Samus has the longest ranged grab in the game even without the 3? capibility.
i have no problem executing this feat and can do it in about 2 trys. after
that, you can throw you grab pretty far and to retrive your prize catch, just
press the A button. if he dosent like the bait, home in on him with L. this is
much better then Roy's simple grab and throw which i shall add, dosent send
them that far. all of her throws do 7% by the way...
-Super slow, so slow in fact that Roy can grab samus 3 times before her grab
gets to him.
-All of her grabs save one completely nullify any chance of a combo by
throwing them on the ground. Then she has to Recover herself and go over
there. By then, there is no chance to Combo.
-------------------------------------------
Samus's running throw also is the longest ranged running grab/throw in the
game. its great to use when you are back from the person abit and they are
recovering from a move (i.e. Roys flare blade) it does 7% and is probally the
best running throw in the game.
-Range Range Range Range Range Range Range Range Range Range Range Range Range
Range Range Range Range Range Range Range Range Range Range Range Range Range
Range Range Range Range Range Range Range Range Range.
-Roy runs Immensely faster than Samus,
-She has to hunch over, wind up, and throw that thing, Roy simply extends his
arm and he has got them.
roy:
Roy's grab is a pretty good throw but its just like most other characters
grabs and is a bit weaker when he throws than most throws in distance. id say
roys best throw would be the ^ throw for juggling and such (samus has a trump
card for that ^_^)but otherwise its just a normal grab.
-His Down Grab is the perfect combo setter. He tosses them in the Air a slight
distance, stunned. This is the perfect set up for a Smash, Running A, B, just
about anything.
Roys running grab/throw is also pretty normal. samus really takes the cake in
the multi function grappling beam. roys running throw has a averadge recovery
time allowing samus to try to get a quick running A in there...
-Faster in every way, samus's throw is so slow, that a person can see it
coming and roll back out of the way. You will be done rolling with just enough
time to walk up and Smack Samus as she recovers from the huge slow grappling
beam of Gargantuas.
Pros for Samus's Grab:
longest range
with 3? ability on, you can home in
good damage
-Immensely slow, almost impossible to hit with unless the opponent isn't ready
for it.
Cons:
recovery time is a bit more than usual
its range is microscopic compared to samus grappling beam
-What? His grab is slow? I don't get it, you have the slowest grab in the game
>_>
-His quick speed allows him to actually use his in a fight, as a roll would
take too long to dodge it, and shielding is ineffective.
Pros for Samus running grab
best range for running grab
throw does ok amount dammage
is great to break up combo attempts
-Extremely slow running.
-How does Samus Run at roy as he is already doing a Combo? The combo would
most likey be over by then, if a person had a low enough IQ to combo mid-air =/
Cons:
the range once again isnt great compared to samus's which gives him a greater
chance of missing leaving him open.
-Samus's massive range = Disadvantage
a. Its so damn slow, it is nearly ineffective
b. The slow recovery time allows Roy to run circles around Samus
c. Samus is defenseless if she misses
d. A simple roll will negate this Gigantic grab.
eather way, the attack still does poor damage, and when i was messing around
with it, it seemed like it was dealing the same amount of knockback power if
you hit high, low, or straight. Roy doesn't need to aim his attack, is it
swings at an arc and hits all in front of him. In your scenario how did Samus
get the fully charged beam? Any idiot wouldn't let Samus stand somewhere and
charge, and with Roy's high running speed, he could easily catch Samus if she
tried to Run and charge somewhere. And if you do happen to charge the beam all
the way and unleash it at the same time Roy smashes, the attack will cancel
out, as you mentioned, but roy wont be the only one stunned for a moment.
Samus has just as long of a cool-down time as the time to cancel out an attack
is, so we would be even. Another thing is when you're aiming samus's smash,
you have to aim it before you can charge it. So it's still an inaccurate
attack because it only hits in one spot, and is hard to be trajected into the
right location of an enemy at the last moment. For Roy, he only needs to smash
forward, and it slices anything infront of him diagonally and infront of him
directly, AND a short ways away from him.
if youve ever played the original all samus did as a cp was just roll around
and charge. samus can build up this way, by saving the charge. and, samus can
charge while roy is dying, recovering, and if he messes up (messing up on any
move is a great time to charge for samus) like say for example he gets a >B
combo started but misses on the first hit. lets say the human playing him, by
reflex, hits b again, this gives samus a chance to charge while he follies in
his combo.
an ur right, my bad, samus does indeed recover as long as a cancel recoil, but
she can still roll away faster than he can get another attack off afterwards
-So you are going to charge while Roy's Forward B move Recovers eh?
a. His Forward B move has almost no recovery time.
b. This move is so fast that by the time samus rolls away and starts charging,
Roy is there and waiting.
c. If you don't believe "b," try it yourself.
aiight lets do the ^A smash
Samus's flamethrower vs. Roy's firey blade thing
Samus:
Samus's flamethrower is the perfect juggling attack. as enemys are falling
down, samus unleashes a firey arc that goes above her head doing up to 30%.
since roys blade just goes up and not all around like samus's does. both are a
very quick attack, give off about same dammage, but samus's has a quicker
recovery time cus she just puts her flame off, while roy still holds his blade
up a bit afterwards.... also samus's covers a bit more space compared to roys.
a. Nope, Roy has better hit area
Roy:
.....***
...***
....*()*
...**
-----/\----
Samus:
....****
...*.()*
...-
-----/\----
-No way in hell Samus's move ever pulls off the full damage. The opponent has
to be right in front of Samus, and not moving, and standing upright.
-Roys move can hit in back of Him, and it last longer in all the hit areas.
Pros for samus:
good range
great combo abilities
nice dammageness
-it can potentially do more damage, but in extreme circumstances.
-Can't combo as well as Roy, due to the trajectory as it hits near the end. It
doesn't have good power and it hits behind her, making the opponent recover at
the same speed as you, and they also end up right behind you, no room for
combos.
Cons:
slower recovery time than samus's
covers less than samus's does
-It recovers slower, but it also lasts longer, making it easy to be hit, even
if you air guard to disrupt timing.
-"covers less area" ?----Blatant Lie
lets do edge gaurding defense
Samus:
well besides the fact samus falls slow allowing her to hover over Roy, and the
apparent grab on ledge and roll, she has her friend, THE GRAPPLING BEAM!!!!1!
this can hang on to ledges with ease and pull herself to the ledge and/or get
into the air, overall, a varity of options.
-The slow speed allows for a longer charge from Flare Blade, which also hits
above Roy.
Roy:
The only real thing roy can do is grab on the ledge. unless hes way up, he
falls too fast to hover over samus's range. without the grappling beam or hook
shot and whatnot, roy falls short on the defense area
-His up and B move hits samus behind him, turning the tables on the
edgeguarding.
-Not to mention his insanely fast Air moves and Forward B, allowing him to
recovery easily.
-Aimable Up and B allows for dodging Moves.
stage strat:
Stage: Fourside
Samus definitely wins this one. In a one on on, roy would have to jump all the
way across the course and samus would have plenty of time to charge her beam.
the small holes make easier recovery for roy, who has sheer vertical recovery
power in his ^B, but even better for samus, who can jump from wall to wall,
making it all but impossible to ko her down there, esp. since roy has no
meteor attack. Not to mention her wall jump can allow her to dodge attacks
quite easily by jumping off the center building. The ufo is slippery, and a
battle on it would not be easy for roy, who would be a sitting duck for samus'
missles. There are plenty of areas samus can just hide to charge up her beam
while roy chases her down, and with her superior jumping she can easily
outmaneuvar him.
-the staggered platforms jack the range of Samus's projectiles, making it
easier for Roy to jump around and attack without being in the hit area of
Samus.
-Flare blade thrives on Momentum...the UFO only adds range to the most
powerful move in the game.
-lol, out-maneuver Roy in the AIR? With Samus!!!!?!?! You have got to be
kidding me, please tell me you are kidding. Roy jumps way faster, runs way
faster, falls way faster, attacks way faster, I don't see any out-maneuvering
there.
lets roll baby!
samus:
sure samus's roll may be slower than roy, but its very compact and its GOOD
that it goes slow. it can go under a dancing blade and have time to shield. it
also goes very far.
-Heh, I know I sure would like to have a super-predictable and slow moving
roll -_-;;
roy:
roy's may be faster, but it dosent go that far back. therefor roy couldnt
continueously evade a barradge of smash missles and charge shots. while
samus's can get under and away enought to not get hit by roys attacks.
-Roy gets nearly the same distance in much less time.
-Both characters are invincible during this time, so size doesn't matter.
Stage strat:
Stage: Brinstar Depths
One thing to say before i get started: this course was made for samus. It was
made to accomodate her style of close-range fighting and aerial maneuvaring by
giving her many many chances to use the wall jump. The rotating of the course
is hazardous for roy who doesnt have as good aerial maneuvaring as samus.
samus can easily just jump from platform to platform while roy would have to
land on each platform or use dodges constantly. the many obstacles jutting
from the surface allow samus to use her long legs and make use of her ^a which
doesnt get much use against roy. It may seem, though, that her projectiles
dont get as much use. But on the contrary, her missles and charge shot are at
their fullest potential as edgeguarders. Being that there are no ledges to
grab onto, samus can easily knok you away and keep you away with the missles
and beam. which brings me to my next point, samus can use her grapple beam as
a recovery, better than any other course in the game. The only other
characters who can do this are link and y. link, and they arent in this
argument. but the grapple beam/hookshot compensates for the lack of a ledge by
allowing samus to literally grab onto the edge of the course and pull herself
in, unlike roy who, once out, has little chance of recovery.
-LOL, how does samus's slow jumping and falling compute to Good Air
maneuverability?
-The many obstacles are in roy's favor by shielding him from projectiles and
letting his fast, ranged, physical attacks hit easily.
-Roy, at this stage, is at a huge advantage. His general quickness allows him
to jump over obstacles and attack much faster than Samus.
-Roy can use his speedy recovery to get back before the slow moving/jumping
samus can get to where he is going to land.
Stage strat:
Stage: poke floats
Again, the lack of ledges to grab onto puts samus at an advantage, recovery
wise. Also, samus' long roll comes in hand here as she can easily evade many
of roys attacks as he moves into position. The pokemon's movement makes it an
obstacle course for roys limited jumping, while samus moves through this
course at ease. Another one where samus excels.
-Nope, samus's slow jumping puts her at a disadvantage when It comes time to
scamper to the float. Also, Roy's
-Roys quick jumping and recovery time allows him to always get to the next
float, while samus's general slow attacks put her in jeopardy.
edge gaurding offense
Samus:
Samus has a varity on things to use in air. she has projectiles such as the
missles and the charge shot covers alot and can basicly kill if you are in the
air. the smash missle if you can time it, can take away a jump. she can also
use her >A smash or down A smash to get him eaisly.
-Down A hits upward, letting Roy recover.
-Forward A has too short of a range, Roy could easily let back and grab the
edge.
-All Samus's projectiles allow Roy another Recover move, furthering his
recovery. The Chrage shot also takes too long to charge as roy is in the Air,
and the "release anytime" thing is hard to time because of its slow start up
time.
Roy:
roy has a couple of attacks up his sleeve too just nat as many or as useful as
samus's. he has the >A smash, the down A smash, and the B. these attacks are
good but cant stop him in midair.
-?
-Flare blade is The best edge guarder in the game, ill explain in short here,
and in pepth later.
a. He can Instantly release it at anytime
b. Samus's slowness in the Air only allows a more powerfull charge when samus
gets back.
c. Very powerfull, almost guarantees a kill if it hits.
d. It covers all the area in front of, and above roy, and hits forward always.
The further your dumb roll goes, the more time the opponent has for setting up
an attack.
yea my dumb roll does go far, no the opponet wont have time to set up an
attack unless its a running A due to how far away ill be.
Is there something wrong with hitting Samus with a Running A everytime she
rolls?
juggling defense...
Samus:
welp, its hard for most characters to defend a juggle, but then there's samus.
she has the bombs thatll stop and stun as long as roy isnt releasing an attack
(thats why you use the bombs high up) even if he is it forces him to take
another attack to charge which is a waste of time. she can also (if she times
it right) use a down A spike.
-Bombs, when released, start falling above Samus, not exactly a shield of
defense =(
-Her spike is feasible, but hard to time and last much less time that say,
Roys Up and A smash.
Roy:
Roy lacks one thing in this game: projectiles. roy has basicly no defense
while juggling and he can ethier jump away or try a down a areail. not too
much for roy to do here...
-How do Projectiles Prevent Juggling?
-His Dancing blade is very fast, lifts him up, catches the enemy, disrupts
timing.
-His speed in the Air is a huge advantage. His fast Jump, Up B, and Dancing
blade can prevent most juggles.
Buckwheatz Return:
Counter regarding B
"B move: Samus's Charge cannon vs. Roys Fire Blade
Samus's charge cannon:
ahh yes the signature charge shot... this baby can be charged and released at
any time. it cant do as much as roys B and doesnt have the one hit KO power
ethier, but who the hells gonna go underneath Roys blade and say hmmm i feel
like taking a hit today..."
First of all, who would use this move out in the open? This move is best used
for edgeguarding, and timing and patience is a big key on Roy's part. It can
be charged in the air, and continued even when Roy hits the ground, unlike
Samus, who can do neither with her Charge Shot.
"anyway, samus's cannon does anywhere from 3%-27% and can go great distances
without goin out."
But, it can be avoided by a shield, roll, or even countered with Roy's Down+B.
"Its best used in the air or close range. overall a great attack from far or
close up..."
In the air it cannot be charged though. Samus doesn't have the options that
Roy has with his Flare Blade, making Charge Shot quite predictable. Not to
mention it travels in a straight, easy to dodge path across the screen. We
want you to use it up close. This way you are in range for Roy's counter
strike with the Down+B, when we both deflect your shot away, and do 1.5x the
damage of the shot back at you after the shot is fired and while you are
stunned.
"Roy's Fire Blade:
Yesh this attack is tight if you could pull it off aginst a human player. it
has the one hit KOness and kwel effects. only prob is if you are gonna play
witha a long ranged character like samus (or any human) you are only hurting
yourself..."
Whats so wrong with playing against long range characters? We can counter as
well as dodge projectiles. It's not hard especially with projectiles as slow
moving and predictable as Samus' Forward+B and B. We can release Flare Blade
when we want, reset ourselves, and continue to charge when edgeguarding.
"speaking of hurting yourself, if roy releases this attack at or around full
blast, he takes 10% dammage. not that good for an attack that most likely wont
make contact."
It's gonna do 10% to Roy when it's FULLY charged up. This is also gonna do 50%
to the opponent, as well as hit them with a mega powerful blow that can KO
opponents from the center of normal size stages. Samus' is less power and less
damage, as well as a slow and predictable projectile, so that can't really
compare. It isn't always necessary to charge this attack up fully either. Roy
has the option to charge Flare Blade and release at any point both on the
ground and in midair. This is something Samus's Charge Shot can't do. As I
have said before too, it is more likely to KO someone at full force with this
move while edgeguarding, because the option is there always to release and
reset your position according to your opponents edgeguarding defense moves.
Con't Counter regarding B
"Pros for samus B:
Good damage for a standard B attack
Can be shot at anytime
can go across just about any stage without dissapearing
medium KO power"
28% is standard. Roy's is above standard then because of it's possibilities to
do 50% and KO an opponent. Roy's Flare blade can he thrown out anytime as well
as charged at any time, but Samus is restricted to ground charging only. She
cannot charge her shot once she is in midair, she can only release it. It can
be dodged, countered, or shielded against too. As I said the first paragraph,
if this is at Medium KO power, Roy's is VERY close to max KO power.
"Cons:
well it takes abit to charge..."
Charge shot can't be charged in the air either, like Roy's Flare blade.
"Pros for roys B:
one hit KO dammage and a good close range attack"
No, it's not a good close range attack. It is a well ranged non-projectile
attack. It's range is by far BETTER than many of Samus' non-projectile attacks.
"Cons:
Short range
long chargeup
he hurts himself if charged all da way"
Puh, I commented on the "short" range. What are you comparing this to? Samus'
projectile attacks? That isn't fair, because this Flare Blade of Roy's is a
non-projectile attack. Being a well ranged non-projectile attack, this move
can beat out many of Samus' non-projectile attacks. The lo0Ong chargeup? How
about Samus? Her's takes a while too, and she is limited to charge this one on
the ground. Roy can charge Flare Blade in the air, as well as continue his
charge when he hits the ground. When charged up all the way, yes, Roy does 10%
damage on himself. But look at what he is producing! A powerful long ranged
non-projectile attack that does 50% damage on an opponent as well as
possessing the ability to KO opponents with this attack alone!!! By all means,
I consider the KO worth the trade for a measly 10% scratch to Roy.
Silverhomer17:
oh, i have something for the up b/third jump!
i will use mario in my example.
say you come back from being thrown or hit off the edge, and you are right
below the platform, and still have your up b. here is a model
X= mario
Y= Roy/Samus
___= surface
___X___
\........../
.\......../ Y
okay, mario is trying to hit you with a fireball while you come up. Roy has a
VERY fast third jump the is very hard to hit with a fireball of mario's.
(great timing would be needed) while samus on the other hand is very slow and
can be predicted from a mile away. I think that Roy will deal more damage with
his up b than samus
Psgamer02:
~~~A moves~~~
His Aerial move-set leaves something to be desired in the power department,
but they generally have the speed for disruption, the power to kill and the
range for usefulness.
His Smash "A" move set is awesome. Tons of Priority, Range and power, not to
mention the above par speed and you get Roy's Smash Set, one of the best in
the game.
Roy's standing "A" non-smashes are his strongest point. The superb speed and
range make them some of the most disruptive and best combo starting moves
there are. The enemy attacks with a Smash or B move, you use regular "A"
that's a fairly basic scenario, so lets elaborate. Roy's slash does 2 things,
it goes faster than most moves, and it has a better range than most moves. It
will hit you, and your move is worthless if it is cancelled, so roy has the
upper hand on a stunned and un-attacking opponent. Simply follow up with a
Smash forward, and they have just taken 25 % and possibly been killed.
Regular "A" moves are critical to Roy's success on the ground.
Running speed is great, so that only adds to the usefulness his running "A"
move. This area is fairly specific, so I will explain it all in a separate
post..
~~~~Air A~~~~
Roy
Check out this sweet diagram to help explain the use of this move....
...........\...()..
..............-/\--------
.................
.....()..
-----/\-
"Person" A is Roy, "Person" B is the opponent....that is, if you couldn't
already tell.
This move is most effective at any stage with platforms, (25 of 29 stages do
have platforms)...you simply jump from any area where the heights of your
character and the opponent are different. This height difference gives ample
time to get the sword swinging.
Shields don't fully cover a character unless the shield has been raised during
the exact instant of the attack, and the erratic swinging action of this move
prevents accurate timing for the opponent to raise a shield. It will be quite
easy to hit the enemy in the area where the shield doesn't protect, either
near the bottom or near the top of the character.
-It can do either 4, 8 or 12 damage. The first slash does 4, the second is 8,
and if you are falling with them, It can do the 12%. This is obviously very
good for an aerial "A" move.
-It has spectacular range because Roy fully extends his arm and Sword to get a
bounty of distance.
-It has good start up time, and the recovery is the same amount of time as a
jump, which is very little. His legs can still land on the ground while he
swings the sword with his arms; this lets him recover much faster than normal
character would.
-Samus does a base 10%, which is more than Roy
-Samus's move is much slower on the recovery and start up beacuse she has to
use her legs to land on, which means she has to extend her foot, then to land
on it she has to pull it in, Roy has no such problem.
-It doesnt last nearly as long as Roy, and due to her slow speed in the Air,
it is very predicatable to see coming. (air Guard)
Buckwheatz Return:
Up+A
Roy
Roy will swing his sword in an arc, doing 9% to any opponents in its path.
This move has power, as it can pop up an opponent into the air either for
starting a juggling combo, or maintaining a juggle. Whether it be from the
ground, or from midair, if an opponent is hit, they will be sent back into the
air. Wherever in the arc that Roy hits his opponent with this move, they will
be sent flying into the air. Roy's arc covers a very wide range above his
head, as well as covering around his entire body, as he hits opponents on
either side next to him. The wide and ranged arc makes Roy's Up+A very useful
in juggling opponents, as it has a large hit area. Now for an image:
.......................................................
.................^.^...................................
.................|..|...................................
.................|..|...................................
.................xx...................................
...............xxxx..................................
...............xxxx..................................
...............x.R.x.................................
============================
........................................................
........................................................
R = Roy
x = Areas the Up+A will hit an opponent.
As you can see from this image, Roy has quite a wide hitting arc with this
move. From the ground, Roy can hit an opponent on either side of him. There
are arrows showing that the opponent who is hit by this will be sent up into
the air. Roy can set up excellent juggles from there.
Up+A (Con't ^_^;;)
Samus
Samus does a heel drop doing 13%. Although doing a BIT more damage than Roy's
Up+A, it has little use and little power. It does an arc, but it's not like
Roy's where you can predict exactly what direction your opponent is heading.
It hits at odd angles, so it won't be able to set up opponents for juggles.
Because of it's many directions it will send the opponent, it's hard and
confusing to predict where your opponent will go Hence that is another reason
why this move can't juggle. It can in one place, pop the opponent up for a
juggle, but the place is a very limited one, being below Samus' legs. Even
this place though, is hard to hit at, and most likely you will hit the
opponent at the frontwards angle, doing some damage to them, but sending them
nowhere. Lets go to the image:
........................................................
.......................^................................
.......................|................................
.......................|................................
...................x.....---------->..................
...................xx...---------->..................
..................Sxx................................
===========x================
........................................................
........................................................
S = Samus
x = Areas the Up+A will hit an opponent.
Samus' Up+A as you can see is quite complex. If an opponent is in the air when
she first starts off the heel drop, or if they are in mid air next to her,
they will be sent a small distance away. If they are at even level with Samus,
the heel drop will send them NOWHERE! Yes, nowhere. The opponent will simply
stay in place. The reason being this move lacks power. The ONLY way Samus
could ever get an opponent into the air with this move is if they are below
Samus. The only real time this can happen is if an opponent is stunned lying
flat on the ground. But how often will that happen, that a Roy player would
just watch a Samus player kick them up into the air? Hardly ever. There is a
nifty ground counter move, as well as ground roll out of that stunned position
that is available to Roy for escape. Because of all this, it ain't too hot of
a juggler. Not near as good a juggler Roy's Up+A is at least.
Let me clarify a bit for you there, Nate.
Up-B Blazer
Roy
Roy does a flaming sword uppercut! This move is very useful in combos. It hits
your enemy with a continuous flame attack. It is also one of Roy's comeback
move (the Forward+A helps too!). The closer you are to your target, the more
damage dealt. This move can also be aimed! Hit B and diagonally up and
forward, and he trades some vertical height for some horizontal distance! It
is possible to use this move for juggling too. One special function of this
move is its ability to KO. When you Up+B near an opponent, it is possible just
after it is executed to aim Roy in the opposite direction. This will not only
steer Roy away from a cliff if he happens to be near an edge with the
opponent, but it knocks the opponent sky high! Some light opponents can be
KOed at low percents. It is possible to kill an opponent at 0% with this
technique. Thanks to Acidfreeze for a lot of these ideas.
............................................................................
....................... .X...................................................
....................... .X...................................................
..........X.............X...................................................
..........X.............X...................................................
........R1............R2....................................................
X = Opponent(heights opponents will travel vary according to method of Up+B
aiming).
R1 = Roy hitting opponent with a normal Up+B, Roy will head just a bit forward
in the air.
R2 = Roy hits the opponent aiming the Up+B in the direction away from his
opponent just after it's executed, this will cause Roy also to jump backwards
away from his opponent, and possibly, away from an edge too.
The height in which the opponent will be send is greatly increased while doing
this trick, and this KOs most lighter enemies at damages as low as
00!!!!!!!!!!! @m@zing1111!
*activates work of art skillz again*
Legend: R = Roy, ^ = direction in which Roy travels when he uses his Up+B.
Diagram 1 is when Roy does his normal Up+B, non directed. Diagaram 2 is what
happens to the uppercut when you press diagonal up while using the Up+B to
direct it.
D1.......|.......D2...
**********************
....^......|...........^...
...^.......|.......^....
R.........|...R.........
D1 is normal. Good vertical distance will be covered. D2 is a bit different.
You will get more horizontal distance than normal... suggested that this is
done when you are returning to a ledge, that little bit can help!
*end art skillz*
Silverhomer17:
you want an image? I will show you why samus's wonderful screw attack ownz.
#1-Range
the dollar sign shows the path that each could take
.....$......
.$$$.$.$$$$.
....$$$.....
.....s......
............
............
....$$$.....
.....$......
.....r......
............
actually, samus cannot jump that high with her up B attack, Roy can jump
higher, so there is the first thing. second, samus cannot jump horrizontally
except when she stops spinning. so, her jump would look like this:
............
....$$$.....
.....$......
.....s......
............
which would be exactly the same as Roy's jump. if you are counting the fall of
the jump, it will remain equal.
Buckwheatz Revenge:
Forward+B Double Edge Dance
Roy
Roy (shows pretty rainbow colors O_o;;; as he) executes a 4 hit combo. The key
to this is that you time your B button taps just right so he executes each of
his 4 hits on the enemy(I usually wait until the full swing of the past blade
sweep is completed). If you hit an enemy with the 4th swing, they will burn
up. The swings can even be aimed. This gives it the following uses:
1. can be started in the air and continued when Roy hits the ground, gaining
him horizontal distance to get back to an edge, making it an EXCELLENT
edgeguarding defense tool! ^_^
2. can be used as well to edgeguard because it has excellent range and the
duration of the combo (should you choose to use all 4 swipes).
3. is an excellent comboer, the moves come out one after the other, getting
your opponent caught in it. When used on an opponent at low damage, this is
damage % racking. When used on an opponent at high damage, can KO an opponent.
4. because you can aim the swipes, this can be used in a variety of ways to
KO. You can aim up to juggle an opponent, or down to spike them, or keep it
simple and just go straight forward in a combo with it. Many options are
available. It is VERY hard for an opponent to predict which way you will swipe
because Roy also has good speed while using this. Before the opponent can
react, they are caught in the combo! ^_^
************************************************
*activates work of art skillz*
Legend: #'s = column number and step of the swipe, R = Roy, X = direction of
sword swipe; can hit either up, down, or forward.
Columns:
....1....2....3....4 - Number of B button tap.
-------------------------------------------
..........X....X....X - Direction UP
R..X....X....X....X - Direction FORWARD (or unaimed, default if you just tap B
alone)
................X....X - Direction DOWN
This shows the variety Roy has when using his B moves alone. If the fourth hit
is directed down,, he goes into a short infinite-hit-like combo. This is not
all though. After you use the first B, you can also use the A button, or any
other A move such as smash, etc. Allowing a greater chance for combos!
*ends art skillz*
More on Roy's Forward+B
The first hit is always the same. It can't be pointed up or down, because
otherwise you'd use B Up or B Down. o_o After the first hit though, you can
work wonders. Many thanks to Aerodude for supplying this table.
2nd hit(upward)- knocks opponent into the air, ready to be comboed.
2nd hit(forward)- a continuation of the straight forward combo. It stuns, and
inflicts 5%.
3rd hit(upward)- a spike. A very useful tool when edgeguarding.
3rd hit(forward)- a forceful move that can clear.
3rd hit(downward)- sets on fire, and builds up damage. It can get up to 15%
damage at one time. Is a sweeping move, so it can hit the smallest characters,
even Pichu.
4th hit(upward)- a strengthened and widely ranged move, it send the opponent
less vertically than horizontally, so it's a good KO move and excellent
finisher to the combo.
4th hit(forward)- a good KO move. It's similar to his Forward Smash.
4th hit(downward)- an infinite combo. It hits 5 times altogether, but Roy,
unlike Marth, throws in some fire, to inflict an extra 4% with each hit. So,
it can get up to 25%, even without any of the other hits. !O_O!
That's all I have to say there. It can also be used to get back to the edge.
Keep using the first hit and hold down the direction of the ledge you are
returning to. This makes it a good edgeguarding defense move! ^_^
One last bit:
Down+B Counter
Roy
Roy stands still and absorbs the attack of his opponent with his sword. The
opponent is temporarily stunned along with Roy as he blocks and absorbs the
attack, and dishes back an attack to the opponent for 1.5x the damage! This
move is very useful in that you can counter many close range moves with this,
and Roy can counter moves while in the air as well! When you time this move
just right, it will be hard for an opponent to touch you with one of their
moves, because Roy will not be harmed, and retort an attack right back at an
opponent, free of charge! A great tool when used as edgeguarding defense. It's
sorta like Falcon's Up+B, because time will temporarily "halt" for Roy and the
opposing character involved in this move. ^_^
Now that I have my information out, it's all counters for me from here on
in!!!
Psgamer02:
Up+B
you want an image? I will show you why samus's wonderful screw attack ownz.
No way f00, you wish the art skill was there.
#1-Range
the dollar sign shows the path that each could take
.....$......
.$$$.$.$$$$.
....$$$.....
.....s......
............
But you have to face that direction to go that way =(
............
....$$$.....
.....$......
.....r......
............
Roy can go straight up, or to one side, with his Forwad B moves, horizontal
recovery isnt a problem, hence, his mostly upward path is ideal for him.
I don't think I did this right, so I'll sum it up. Roy's attack has a more
automatic movement range, it basically follows a path, where as samus has full
control of her attack, until she hits the ground.
-Roy has all the horizontal recovery he needs through Forward B.
-Roys recovery is much much faster than samus's, it also has hit power at the
end. Unlike samus who needs to have the enemy caught near the start to do much
of anything, Roy can KO even just as they touch the tip at the very end.
DAMAGE
Samuses attack can do about 10, at a maximum of 12, whereas Roy does 7, at a
maximum of 12. about tied, but samauses is still a lil better.
-Nope, that is is the enemy is caught in the entire thing. It is much easier
to catch the opponent in Roys move because of the fast moving move, and the
full length of the sword catches them and pulls them in. Samus balls up, and
spins, this makes her hit area smaller them Roy's.
USEFULNESS
Roy:
-little use for recovery, as it gives roy little control.
-Not much for crowd clearing, as it tends to send the CPU the same distance,
no matter how much damage.
-A good 12% damage, at times can be comboed
-Basically, only done for blatant damage.
-One of the best anti-edgeguarding moves, as it pulls the enemy toward the pit
as he land on the stage. This turns the table on the situation.
-Fire effect for stunning beyond Samus's ablity
-Roy only needs Vertical Recovery as his Forward B move can be used multiple
times to gain Forward motion, this lets sets up a lack of need for forward
Recovery move motion.
Samus:
-Good for recovery, as you have control of samus while in air.
-serves as not only a jump, but also as an attack and crowd clearer, too.
-Gives good height and distance
-Pulls enemies in for longer attacks, then lets them fly!
-Quick pullof time
-A good 12% damage, and can be repeated and strung into combos
-Slow moving, easy to time the landing.
-Samus recovery slower than the opponent being hit, this negates chances for
Combos.
-Damn, i have to check something.....Yup, i was correct. Roy has vastly
superior vertical recovery.
-relitivly the same damage, although roy has power at the end of the move that
samus need to build up throughout the spin.
Silverhomer17:
Looks:
Roy is a young looking guy, age 16-18. has prince status and a spiffy sword,
with good armour.
Samus has some snazy armour, but physical appearence is unknown. Age is also
unknown, and a lot of people think she is a he.
jumping looks:
Roy: A fewfancy spins and sword tricks for his third attack.
Samus: No uniquety(is that a word??) does a few front spins in 2nd and 3rd
jump.
Winning poses:
Roy: Fancy sword handling skills and speaking in japanese.
Samus: Fires her gun and doesn't say a word.
Taunt:
Roy: spiffy sword art and a war cry that isn't annoying (like Capton Falcon).
Samus: Nothing original, same as in the first smash brothers game.
Psgamer02:
~~~~B moves in general~~~~
-Roy's B moves are mostly Fire elemental.
Fire-
a. Stuns for much longer than a non-flaming move of the same sort.
b. Generally does more damage than without flames.
c. Most of the time, flaming moves have sort of a hit area, like a real fire,
you don't necessarily have to be in the fire to get hurt, generally just being
near it will get you some lovin =)
d. Explosions and fire can be confusing, most often in multi-person play. It
can be very difficult to recognize a flaming spot on the stage and hit it
accurately with an item or projectile.
Multiusage- Roy's "B" moves are extremely multitasking. Forward "B" can be
used for recovering and combos, but the immense speed of it is useful in combo
disruption and cancellation. Also, His Counter is a completely Defensive move,
it can potentially do more damage than any other move in the game, and if used
correctly, it can and will save your butt many times over. Obviously his Up
and B can be used for Getting out of a tight spot due to its speed, but the
Aim ability of it makes it very useful in recovering, as you can mold it to
your needs. Regular B just kills people, no diversity there =)
~~~~B Move Specifics~~~~
Roy's B
(6%-50%)Flare Blade is awesome for its downright versatility. It can't lose in
the downright power section. The full amount of charge will do great damage,
and with charging, comes power. It is unparalleled in KO power, and the most
damaging B move in the game.
It releases very quickly, so it can be used in regular combat as well as
situations where power in needed. It can be charged up any amount of time you
need. You can sacrifice speed for all the power you will ever need, or simply
use it to defend yourself by hitting the opponent away.
It can also be used in the Air. You can use it like any other Air move, but
the advantage is the timing and trajectory. You can release it at any time,
and it hits the enemy straight away from Roy. This provides a trajectory not
found in any many other moves. In the Air, your momentum carries you till you
release the attack. This means that you can actually travel short distances
before releasing. This only furthers the Aerial usefulness because a
stationary charge move is obviously disrupt-able, and this feature allows you
to move, making it harder to stop this attack. Another advantage is the
ability to come from above/the side with this attack. Just standing on the
ground charging, like samus would easily be seen, and countered. But, a
powerful, quick, ranged attack from above would be much harder to anticipate.
Its arc covers all the area in front of Roy, and above him. Even slightly
behind him is dangerous to opponents. Being right behind him is a very
dangerous, as Roys sword gets stronger towards the hilt. Being right by Roy on
either side is devastating. This move covers a 90-degree arc, meaning a simple
turn of Roy makes him effectively shielded from above and the front. 90-
Degrees + 90-Degrees=Protective barrier.
The range is spectacular, especially when fully charged. Un-charged, its swipe
extends very far, and has only a slightly shorter range than Smash A. Charged,
it is Roys most ranged move, extending much farther than almost all other
physical attacks. In the Air, you can fall forward with the momentum Roy gets,
and add even more range to this move.
The priority this move has is also great. It can hit through near anything
once it is charged. He can be hit while charging, but only from behind because
he can simply release the sword at any time to ward off incoming attacks.
Another useful tactic involves retreating. Jump backwards, and start charging,
if they follow you into the air, use the Arc, Priority and Power to fend off
all attacks. This effectively shields you in the air.
It is a good edge-guarding move because it has no specific release time. If
they are a long ways off, start charging. If they manage to get near,
the "splash hit" from a powerful swipe will push them away with too much force
to come back from. If they are only slightly off, you could simply tap the
button to do a quick to medium slash and still come up with enough power to
hit them to their deaths. The longer the opponent is off of the stage, the
more air they lose. The longer they hang on the ledge, the more they risk of
falling. No matter what, it's a waiting game, and the longer you delay it, the
stronger Roy's B becomes, without sacrificing speed.
Rolling
Roy has one of the better rolls in this game. He plants his hand on the
ground, and then he whips his feet around this fulcrum in a very distracting
manner. He flails around, as he is invincible. This makes his roll very
unpredictable.
The above average roll distance he achieves is also a strong plus. Roy has
good range moves, especially on the ground. The advantage here is the fact
that with these well-ranged moves, after he rolls around the opponent, he will
be just out of their range, but his attacks, having a better range, will be
able to hit with ease.
On the other hand, samus's lack of fast and long ranges moves makes her Roll
put her out of range to attack, but still in range for Roy.
This roll's speed is also a strong point. At approximately .6 seconds, it is
one of the fastest in the game. With this speed of rolling, it is nearly
impossible to react in time to counter this. Roy will be rolling behind you,
and because of a thing called reaction time, you will not be able to counter
an attack from the rear. The only solution is the shield. In a shielding
situation, Roy can break your shield with his Smash A, or simply wait for you,
(on the defending side), to act or react to the situation. In either case, Roy
achieves the upper hand with this good roll.
-Samus's roll is quite a bit slower =/
~~~Roy's Sexy~~~
Roy is by far the most attractive character in this game.
His mannerisms
He shifts his weight from leg to leg, bouncing, bouncing, on his sweet-ass
boots. While he waits, he clinches his fist, then relaxes, then clinches his
fist, almost like meditation. He holds his sword perfectly steady, waiting to
spring at any time, upon an unsuspecting foe. He blinks very infrequently,
keeping his eye upon the opponent at all times, again, waiting to spring into
action.
His appearance
Roy has the best wardrobe selection....
He wears super-cool knee-high boots, with protection over his toes, a metal
strap to prevent incapacitation in a running fight. He dons sword-fighting
gloves, with the fingers cut out so that he may be able to have better control
of his steel handled sword. Also, fully armored shoulders are protected by a 3-
piece pull over vest, which also protects his vital organs. His cape can flail
around in the wind, as if he is a hero just arriving at the castle to save the
maiden, and with that pimpin' scarf he wears, he will be irresistible to any
lady. His cool headband keeps his dashing hair out of his eyes, and tight
pants to show off his package. Roy has it all in his closet, making him
definitely the best looking and sexiest.
Samus is a girl, but the metal suit thing is a bit of a turnoff =(
w00t! our clan really pwnz! Obviously whatever is dissing Roy or promoting
samus is simply something copied from a post of someone from SSS, in order to
counter it. Use your judgement to decide who wrote what =P
////////
8-Items
\\\\\\\\
Here are the items that could be used by Roy. This tells you the best way to
use them.
FOOD*Eat it to recover a little health
MAXIM TOMATO*Eat it to recover 50 health
HEART CONTAINER*Eat it to recover 100 health
RAY GUN*Fires greene energy shots. This has 16 ammo. I generally just keep
shooting my enemy back, until they're off the stage. Keep track of how much
ammo you have, otherwise you might run out, and have the enemy come kill you
while you're clicking your gun. When you're done with it, throw it at the
enemy.
FIRE FLOWER*Shoots a constant stream of fire* Get close to the enemy, and
start hitting them with it. When they go out of range, move a bit closer and
keep firing until it runs out. This is good to use when the enemy is up
against a wall, or off of an edge.Throw when done with it.
SUPER SCOPE*Fires balls of energy. This can be charged up by holding A. If the
enemy is close, I rapidly hit A to deal damage, and push them back. If they're
far away, I charge up a large shot to hit them with. Only enough ammo for 3
fully charged shots. Throw when done with it.
STAR ROD*A weapon that fires a projectile star when you use a smash attack.
When you smash with this, Roy will hit with his sword, then this. I generally
just keep the enemy back with the stars, and hopefully push them off the
stage. This has 16 ammo. Throw when done with it.
LIP'S STICK*This is a weapon that will sprout a flower on the enemy's head
when they are hit with it. The best strategy for this is to simply throw it at
the enemy, to get a flower on them. If you have a flower on your head, you
take 1 damage per second.
BEAM SWORD*This is an excellent weapon. Dashing at the enemy and using an
attack will produce a long range attack that hits them back and does decent
damage. Hit them to the edge, then smash them with it. When they're trying to
come back, throw it at them, and they will fly away ^_^
HOMERUN BAT*This is by far my favourite weapon. The smash attack with it is a
one hit KO. I just make a little distance between myself and the enemy, and
smash them. Keep trying to smash. Even if you take 100 damage before smashing
them out, it's worth it, because they're dead and you aren't :)
FAN*This item is a lot more useful than it seems. When tossed at the enemy,
they fly straight up. This is good to do when the enemy is high in the air, as
it has a good chance of sending them off the top of the screen. The normal
attack can be executed very rapidly. Also, the smash attack with it will break
a shield in one hit, which you can follow up with a fully charged Flare Blade
HAMMER*This beauty will have you running around like a mad-man, swinging a
massive hammer over your head. Seek out the enemy, and smash them out of the
arena! Be wary though, as there is a chance of the head of the hammer falling
off. If this happens, avoid the enemy, as you are completely useless, swinging
a stick around that doesn't hit people.
GREEN SHELL*This will slide along the ground in the direction that it is hit
or thrown. Use a smash attack on it to hit a far away enemy hard. Throwing it
works too.
RED SHELL*Same deal as the green shell, except that it doesn't die. This one
seeks out the closest player, and hits them. This can hurt you as well, but
Roy can take advantage of this. Use your Counter, and it will send the shell
back to attack a different player ^_^
FLIPPER*Ugh, I find this thing annoying and stupid. When you throw it, it will
sit in the air, and bat back any one that hits it. Since it can hit you, I
think it's really dumb......the only good use for this is to stick it on an
edge that an enemy is trying to get back to....it makes it difficult to do so.
FREEZIE*Great item! Throw this at the enemy to send them flying into the air,
encased in a block of ice! Position yourself where it's going to land, and
start charging your flare blade. When they come out, release it. This is also
good to throw at someone who is high on the screen, as it will send them off
the top.
MR. SATURN*A funny little guy that will walk across the stage aimlessly.Good
to throw at your enemy, as it will bounce back, and you can grab it and throw
it again.
POKE BALL*When thrown, a random pokemon will come out of this. This is a very
good item. Whenever you see one, always go for it, as you can never go
wrong.Throwing it at the enemy is always good too (unless it's Fox or Falco,
as they can reflect it, and make it their own).
BOB-OMB*This little guy will sit still for a few seconds, then walk along the
stage. Anyone who touches it while it's walking will be blasted, and go
flying. If you can get to it before it starts walking, grab it and throw it at
the enemy. If not, just stand on the opposite side of it from the enemy, and
it might walk into them.
MOTION-SENSOR BOMB*This will stick to any surface, and explode when someone
touches it. Throw it at the enemy, and remember where it landed. Try to stay
on the opposite side of your enemy, and hopefully they'll step on it.
SUPER MUSHROOM*This item makes you twice your normal size when you touch it!
Take advantage of this, by using your forward+a smash over and over. Roy's
sword will be ridiculously long, and they won't be able to get anywhere near
you.
POISON MUSHROOM*This will reduce you to half your normal size.....you'll fly
very far when hit...just dodge the enemy until you regrow to normal size.
STARMAN*This item will make you invincible when you touch it. Take this
opportunity to own your opponent left and right with any attack you damn well
please ^_^
PARASOL*A stupid umbrella that does crappy damage....and you can't even throw
it far, because it just catches the air, and falls slowly....the only good
thing about this would be that when holding it, you fall nice and slowly,
which could help you get back to the level.
WARP STAR*A great item, that sends you flying up, and smashing back down. You
can control the lateral movement of yourself, by pressing left or right on the
analog stick. Aim to hit the enemy, and you'll send them flying.
METAL BOX*Makes you temporarily made of metal. This makes you jump lower, fall
faster, and not go anywhere at all when attacked. Stay away from the edges
when this is in effect.
BUNNY HOOD*A cool item that makes Roy look oh-so cute with bunny ears ^-^
You'll run twice as fast, and jump twice as high. Cool!
SCREW ATTACK*When you hold this, your jumps will have you spinning around, and
will function like Samus' Up+B move. The best this to do with this, is get
near the enemy, and jump. They'll get caught in your spinning. Do your double
jump to take them even higher, then immediately do Blazer, to send them up,
and hopefully off the top. AlphaZ44550@aol.com has informed me of something I
overlooked. If the opponent is off the level, and you throw the screw attack
at them, they'll be pretty much screwed...get it? ahah, ah....*cough*
BARREL CANNON*A big barrel with an arrow on it....when you throw it, it will
roll down the stage, and when it touches someone, they'll get stuck in it.
They then have to hit A to get fired out, hoepfully in the right
direction....Don't use this unless the enemy is a fair distance away, because
it's really heavy, and leaves you open.
CLOAKING DEVICE*This makes you pretty much invisible. This doesn't really do
anything to computer opponents, but it will confound a human opponent. The
best thing about it, is that you take no damage while invisible! Go for this
whenever possible.
//////////////////////
9-Trophy Descriptions
\\\\\\\\\\\\\\\\\\\\\\
Roy:The son of the lord of Pharae Principality, Roy was studying in Ostia when
the Kingdom og Bern invaded League of Lycia. His father fell ill at this time,
so Roy assumed leadership position of Pharae's armies. After his fateful
meeting with the Princess Guinevere, his destiny became inexctricably linked
with the fate of the entire continent.
Fire Emblem
Japan Only
Roy(smash)Red:While Roy's moves are well balanced, he's a little on the slow
side, and doesn't excel at midair combat. His blade, the Sword of Seals gives
him excellent reach, and makes his Double-Edge Dance slightly different than
Marth's Dancing Blade. When it's fully charged, Roy's destructive Flare Blade
delivers an instant KO.
B:Flare Blade
Smash B:Double-Edge Dance
Roy(smash)Blue:Roy's blade is different than Marth's; he does the most damage
hitting with the center of his sword. So, a fearless advance into the arms of
his for is Roy's best bet. Blazer is a bit slower than Marth's Dolphin Slash,
but it's still a might attack that sets anyone is striker aflame. Roy's attack
after using Counter differs slightly from Marth's.
Up & B:Blazer
Down & B:Counter
///////////////////
10-One Player Modes
\\\\\\\\\\\\\\\\\\\
_______
Classic
???????
Classic is a mode where you fight 7 battles against random opponents, and one
Boss at the end. There are 3 bonus games amidst these battles as well.
Battle 1:You fight one random opponent here. Wait for them to come to you, and
nail em with a forward+A smash. Keep doing this over and over. Even on Normal
or higher, they shouldn't be able to do much of anything to you.
Battle 2:This is a team battle. You'll get one random partner, and you'll be
fighting 2 random enemies. Again, just wait for them to come to you, and hit
them with a forward+A smash. Try to keep yourself on the same side of both
opponents. That is, try not to be in between the enemies.
Bonus 1:Break The Targets. See Break The Targets Section.
Battle 3:Same as Battle 1.
Battle 4:Wheeeee! In this battle, you get 2 random partners, to help you take
out a random GIANT enemy! This is fun stuff! Go and get in his face! I like to
use a forward, forward, up, down Double Edge Dance, as it racks up damage
nicely, and they're so large that they're really easy to hit! When they have a
fair amount of damage, over 100 or so, use your forward+A smash, or Flare
Blade to KO them.
Bonus 2:In this bonus, you need to guide to trophies that fall into the cone
in the middle. This is easy, and fun too ^_^ When you see one, jump up and use
your up+A in mid-air, and usually it will go right above the cone. No effort
required! If it's too far away, it might require 2 of these attacks, but
nothing spectacular.
Battle 5:Same as Battle 1.
Battle 6:In this battle you have to fight 10 of the same randomly selecter
opponent. These enemies are extremely light, and will die to a blazer, or any
smash, or Flare Blade in just one hit! Fun stuff :)
Bonus 3:Race to the finish! Your goal here is to make it as far as possible
before the time runs out. Always make sure that you're dashing, and don't jump
unnecessarily. When you get to the fork, take the bottom. You can take your
time down there, and still make it to the final door. If you don't think
you're gonna make it, you can always stop and the 3rd or 2nd last door, for a
decent amount of points.
Battle 7:Metal melee! In this battle you will fight a randomly selecter metal
opponent! This is really really easy....Treat this like any normal battle, and
just keep using your forward smash. They can't take too many of these, and
they can't recover worth crap.
Boss Battle:Master Hand! This battle is quite easy...Just use your up+A smash
over and over. When he's about to attack, jump and do a mid-air dodge. If he's
coming from the background, and going to slam you, hold up your shield when
he's just about there. This is very very easy. If you're playing on Normal or
higher, and get through to this batttle without using a continue, and do it
fairly fast, Master Hand's counterpart, Crazy Hand will join the battle after
Master Hand is below half HP. Take out master hand, then go beat down Crazy
Hand the same you did for Master. Simple really.
NOTE:I highly recommend that if you're trying to get the No Damage Clear
bonus, use Roy. I got it while going through Classic, without even trying. I
already had the bonus, and at the moment I was just going for coins.
Seriously, it's very easy. On very easy, a forward+A smash is usually all
you'll need. For the multi man battle, Blazer is your best bet. In the target
test and race to the finish, just finish right away. No sense in taking damage
here, and screwing yourself over. For the Master Hand, do one attack (up+A
smash works well), then retreat, and dodge has attack (I prefer mid-air
dodges). Really, this is quite simple. Good luck ^_^
_________
Adventure
?????????
Adventure is a mode where you go through stages, for each character. The
themes are quite nice, and all in all, this is a very easy mode (though not as
easy as classic ^_^).
Stage 1:Mushroom Kingdom:Easy. Just walk through the level, killing or
avoiding Goombas and Koopas along the way. A little over halfway you'll fight
a team of Yoshis. These will die extremely quick to Blazer. Now just make your
way to the end of the level.
Fight:Mario and Peach:Siiimple. Just keep using your forward+A smash over and
over. They won't be able to get anywhere near you.
NOTE:If you finish the first section of Mushroom Kingdom with the 2nd second
digit being a 2, you'll fight Luigi rather than Mario. Just as easy.
Stage 2:Kongo Jungle:
Fight:Tiny DKs:In this match you fight 2 tiny DKs.....your forward+A smash
will make short work of them.
Fight:Giant DK:Get onto the top middle platform, and just keep using your
forward+A smash over and over. The damage will build up, and he'll die quite
quickly.
Stage 3:Underground Maze:This is really easy....there are 6 possible exits. 1
of them is real, and the other 5 are Link Battles. If you're on Normal or
below, you might as well fight Link, because he's easy as hell. If you're
going for the Crazy Hand trophy, I suggest skipping over any battles, but
jumping completely over the platform. You'll know it's a battle when there is
a Master Sword in the middle. The exit will be designated by a Triforce. There
are 2 possible exits in the right hand side of the main cavern, and 4 on the
right. These are easy to find. Be wary of Like Likes..these guys will eat you
up, and can be very annoying on higher difficulties.
Fight:Zelda:Simple.....just use standard one on one tactics; forward+A over
and over.
Stage 4:Brinstar:
Fight:Samus:Again, forward+A will make short work of Samus...once the lava is
up, she'll die very easily, because she seems to think that it isn't really
there.....yay ^_^
Escape from Brinstar:Uh oh....the planet you're on is about to explode....I
can't see that being a good thing.....make your way up the platforms until you
get to the top. This is really easy. Most often, a double jump will suffice to
get to the next platform, but there are one or two gaps that will require
Blazer. There's also a trophy in here someplace...might as well pick it up ^_^
Stage 5:Green Greens:
Fight:Kirby:This guy will often die in just one hit from forward+A smash. If
not, keep at him, and he'll be toast quite quickly.
Fight:Kirby Team:You fight 15 random Kirbies, each with a different disguise.
Blazer will own them like nothing. Feel free to use it liberally.
Optional Fight:Giant Kirby:If you beat Kirby, and the Kirby Team in a combined
total of less than 1 minute, you'll fight Giant Kirby. Fight him just as you'd
fight Kirby.
Stage 6:Corneria:
Fight:Fox:At the beginning, he won't even move. Walk up to him and smash him.
Now he'll come at you. Smash him again, and walk to the edge he just flew off.
If he comes back, smash him once more. If he ends up on top of the Great Fox's
gun, just wait. As soon as it fired, he's a goner.
Fight:Fox or Falco:You'll fight either Fox or Falco here, randomly. This time,
he'll be more eager to fight. Right at the beginning, charge up a forward+A
smash, and hit him when he comes at you. Now just keep nailing him with
these...he'll die quickly, especially with his wingmates shooting at him!
Stage 7:Pokemon Stadium:
Fight:Pokemon Team:You'll fight 12 random pokemon, picked between Pikachu,
Pichu, and Jigglypuff. On lower difficulties, you can just smash the out
easily. On Normal or higher, it might be a little harder, because of all of
the Thunder coming at you.....go after pokeballs always, and you should make
it through.
Stage 8:F-ZERO Grand Prix:In this mode, you just have to get to the end alive.
Just dash, and when you see the exclamation mark, hop onto the nearest pink
platform. After the gaps witht he pink platforms, you can stand on the track,
and the racers will ramp over you. Easy stuff ^_^
Fight:Captain Falcon:Fight him just like you'd fight anyone else; forward+A
smash. Make sure to be on your toes though, as his Raptor Boost can catch you
offguard, and that will set you up for a combo, or a Falcon Dive.
Stage 9:Onett:
Fight:Team Ness:Here you have to fight 3 Nesses. On higher difficulties, these
guys can be really really annoying. I like to stand on the power wires on the
right side of the level, and just smash whomever comes near me. Once they're
past 60% or so, charge up a Flare Blade, and let loose when anyone comes near
you.
Stage 10:Icicle Mountain:All you need to do here is keep up with the
level...if you need help with doing this, I suggest you taking up an easier
hobby, such a knitting. The only thing to be wary of is falling off of the top
of the screen. This will happen if you try to take things too fast. At the
end, you have to fight 2 Ice Climbers. These guys will die to one forward+A
smash on anything below Normal. On Normal and higher, I suggest you bring a
Freezie with you through the level, and throw it at one of the ice climbers
when you reach them. This will make things easier....picking up a pokeball
along the way is smart too, but those are harder to find.
Stage 11:Battlefield:
Fight:Fighting Wire-Frame Team:These guys are ridiculously easy.....just keep
using Blazer, and they'll be done in no time at all.
Fight:Metal Bros:Really easy...just keep using your forward+A smash over and
over....really, that's all...on higher diffuculties, it'll take a lot of hits,
but it's still the same strategy.
Stage 12:Final Destination
Fight:Bowser:This guy won't be a pushover like every other one on one opponent
you've fought. This guy will take a beating before he dies. A good strategy is
to start off with a few Double Edge Dances. I like forward, forward, up, down.
Then you can smash him a few times, then charge up a flare blade while he's
trying to recover. When he comes back, nail him, and he should die.
Optional Fight:Giga Bowser:*shudder* This guy isn't fun at all. He's twice as
large as Bowser, and twice as ugly as me. Roy however, is quite
small.......hold down, and keep press A...he will have a very hard time
hitting you, and you'll keep dealing damage! When he's at 200% or so, smash
him off, and then edge guard to the best of your ability.
________
All-Star
????????
Gawd this mode is easy....it's unlocked once you have every character....it
pits you against them one by one, until you've defeated all of them....all you
need to do is forward+A smash over and over and over.....the final match is
against 25 Game&Watches...Blazer makes them dead very quick. Yay ^_^
Honestly, I don't have anything else to say about this mode...even on Hard,
this is quite simple to do, especially with the 3 Heart Containers you're
given....good luck!
**TIP** If you're going for high scores in Classic, Adventure, or All Star
mode, and you have no sense of fair play, try this. Put the difficulty to Very
Easy and set the stock to five. In the first match, just sit around holding R,
continually breaking your shield over and over. Do this until about 20 seconds
are left, then finish. For Adventure, you can just wait in a vacant area, but
for Classic or Adventure, keep trying over and over until you get Hyrule
Temple, that way, the opponent won't disturb you. The aim of this is to get a
negative score. If you do, the game won't know what to think, and will give
you 999,999,999 points!! Now you can finish the rest like regular, and then go
drool over your mega score, and dazzle your friends! ^_^
___________
Event Match
???????????
Event Match is a mode which has you completing certain objectives in a
level...not necessarily just killing everything you see. I'm gonna walk you
through every Event that Roy can participate it ^_^
Event 3:Bomb-Fest:You need to kill Samus and Link...the only items will be
explosives. Grab any items you see, and chuck them at the enemies. This level
will be over before you know it!
Event 4:Dino-wrangling:It's you against a Giant Yoshi! You have 3 lives, so
this is really really easy. Just forward+A smash at every opportunity. Often
he'll die on his own by using an Egg Roll, or Yoshi Bomb. Easy.
Event 6:Kirbys on Parade:You with one life, vs 3 tiny Kirbies with 2 lives
apiece. Blazer will kill them in one hit, so I suggest you use it......this
will be over before it begins.
Event 7:Pok?mon Battle:You vs Pikachu, witht the only items being pokeballs.
You can't physically harm Pikachu, so just grab any pokeballs you see, and
throw them down. Easy match.
Event 8:Hot Date on Brinstar:You vs Samus, each with 3 lives. You both strat
with more than 100% damage done to you. One forward+A smash is all it takes to
kill Samus each time, so do that, and this will be a piece of cake.
Event 9:Hide 'n' Sheik:You vs 2 Zeldas....with a catch. The KO only counts on
them, if you KO them while they are in Sheik form. Do some Double Edge Dances
to build up damage, then when they transform, use forward+A smash to kill them.
Event 10:All-Star Match 1:You against Mario, DK, Yoshi, Peach, and Bowser, one
at a time. You have 2 lives. Each of these guys will die to one or 2 forward+A
smashes...have at them!
Event 11:King of the Mountain:This level is the epitome of easy. You're on
Infinite Glacier, with 2 Ice Climbers after you. All you need to do is survive
for 1 minute and 3 seconds. Just stay away from them, or better yet, use your
forward+A smash to kill them!
Event 12:Seconds, Anyone?:One forward+A smash will do away with Falcon, in
less than 2 seconds, giving you plenty of time to spare ^_^
Event 14:Trophy Tussle 1:This is a fight between you and 3 random computer
opponents. Everyone has 2 stock. You're fighting on top of a giant Goomba! One
forward+A smash will take anyone out of you charge it a little bit. This is a
really easy event, and you get the Goomba trophy for winning.
Event 15:Girl Power:This event has you pitted against Samus Peach and Zelda.
You are tiny for this. Everyone has 2 stock. Treat this like any other1 on 3
match. Don't get surrounded, and use forward+A smash liberally. If you're on
the top platform with a girl that has high damage, use Blazer for a kill. Hang
in there, and this should be fairly easy.
Event 20:All-Star Match 2:It's you against Samus, Link, Zelda, Falcon, and
Fox, one at a time. You have 2 stock. These guys die pretty quickly, so just
forward+A smash, and be done with them. Falcon is quick, so you have to be on
your toes....Counter works well against his Raptor Boost.
Event 21:Ice Breaker:You vs 2 Ice Climbers....with a twist. You need to KO
both Nanas but keep the Popos alive -_-;. The best thing to do is go to the
first one, and grab. If you get Nana, toss left, and smash her off the stage.
If you get popo, toss up, and then grab Nana, toss left, and smash off. Repeat
the same strategy for the 2nd pair. Make sure not to dawdle though, as you
only get one minute to complete this.
Event 22:Super Mario 128:You against 128(!!) Tiny Marios. Blazer is an easy
way to kill these guys....make sure you don't die though...it's easier than
you think ~_~
Event 23:Slippy's Invention:You against Fox and Falco, who are both
invisible...this is just like any other 1 on 2 match. Keep on forward+A
smashing. They're relatively easy to see, so this shouldn't be a problem.
Event 24:The Yoshi Herd:You vs 30 Yoshis. You have to defeat them in 2 minutes
or less. Blazer will kill each one of them in one hit. This should be easy. Be
careful about the hold in the middle though....if you open it with Blazer,
make sure you don't fall down it.
Event 26:Trophy Tussle 2:This event pits you against 3 random computer foes.
Everyone has 2 stock. You're fighting on top of a huge Entei!(god he's
gorgeous)Ahem, one CPU player will always sit on the left side, and do nothing
until you approach them. Take out the other 2 enemies first. Your forward+A
smash will be useful, as will Flare Blade, and Double Edge Dance. Once they're
done, Get close enough to the guy on the left to forward+A smash him, but not
close enough to alert him. You can smash him, then just edge guard with Flare
Blade. When he comes back, treat him like any other single opponent; forward+A
smash.
Event 28:Puffballs Unite!:You against a bunch of Kirbies, each with a
different ability....this is easy. One Blazer will usually kill one. If not,
the 2nd one will for sure. Piece o' cake ;)
Event 30:All-Star Match 3:You vs Kirby, Pikachu, Ness, and Ice Climbers, one
at a time. You have 2 lives. These guys are a little more intelligent, and
harder to knock off than previous "All-Stars". Forward+A smashes are still the
key though, as well as edge guarding with Flare Blade. Also remember that
Rolling Dodges are your friend ^_^
Event 31:Mario Bros. Madness:To be quite honest, I don't know how this
works....it's not based on KOs..I think it's a bonus match...so fight with
style ;) A lot of KOs will get you the win...a good tip is to hold either A or
B through the whole match, as that willget you 4000 points right
there.....good luck ^_^
Event 37:Legendary Pok?mon:This event pits you against 4 Wireframes and a
Jigglypuff. And the Wireframes are Giant! Good god! The catch,is that the only
items are pokeballs, and the only pokemon that come out are legendary! Make
sure you get them before Jigglypuff does, and this will be easy.
Event 38:Super Mario Bros 2:This pits you against Peach, Mario and Luigi.
Everyone has 2 stock. The best way to handle this, is to get on one side, so
that no one is behind you, and then just act like you're edge guarding. If you
get surrounded, Rolling Dodges are a great help. Blazer is also good to get
out of a sticky situation. Once you're down to 2 enemies, it becomes really
easy, and once there's only one left, it's all over. Forward+A smash is very
useful.
Event 40:All-Star Match 4:You against Marth, Luigi, Jigglypuff, Mewtwo, and
Game&Watch, one at a time. You have 2 lives. This battle can be a bit
tricky....for Marth, wait until he comes to you, and hit him with a forward+A
smash. Rolling Dodges are great, because you can just roll behind him, and
smash again. This is how I beat him, taking little damage. Luigi can be
handles in the same manner. Watch out for the green missile, as that is
executed quite quickly. Jigglypuff is ridiculously simple. Do one smash for
about 20%, then jump up on Squirtle's head. Start charging up a Flare Blade,
and when jiggly comes to investigate, let 'er rip.RIP. Mewtwo can be dealt
with in the same manner as Marth. Mewtwo is a really stupid opponent, and
shouldn't be able to hit you at all. Game&Watch can be killed in the same was
you killed Mewtwo, but he'll get in more attacks....fortunately, 2 or 3
smashes is all poor little G&W can handle.
Event 44:Mewtwo Strikes!:You vs Mewtwo and Zelda. Mewtwo won't appear until 15
seconds has gone by, so just dodge Zelda. Killing her only fails the event.
When Mewtwo appears, be ready with a charged up forward+A smash. It starts on
the left platform. After this, just focus on smashing it, and avoiding Zelda.
Perhaps the first hard event you'll fight. Good luck!
Event 46:Fire Emblem Pride:My god this event is easy....I just played it to
find out a good strategy for the guide, and beat it without losing a life, at
73% at the end. You are up against Roy and Marth. Ooh, a mirror match! Kinky
^_~ All you need to do is stand there, and when one gets close, start to
charge a forward+A smash. When he comes in range, release it. Lather, rinse,
and repeat. Seriously, it's nothing more than this. If you end up between
them, roll to the side, and smash. Simple.
Event 47:Trophy Tussle 3:A battle atop Majora's Mask, against 3 randomly
selecter computer opponents. Everyone has 3 lives. This event is a bitch,
because it isn't _AT ALL_ suited for forward+A smashes. I beat this by pure
luck, using Blazer over and over. I suggest you do the same. If anyone has a
better strategy, feel free to email me ^_^
Event 48:Pikachu and Pichu:These Pok?mon are pals...but not with you! XD That
cracks me up! Heh...anyhow, the strategy. This event is dumb....I don't like
it at all, and I've only beaten it once. Use your forward+A smash over and
over, hoping to connect. You only need to kill the 2 Pichus once, and you have
2 lives, but Pikachu is just so annoying, and the Pichus keep sending Thunder
Jolts my way.....rack up as much damage as possible. When you die, get in a
highly charged forward+A smash or Flare Blade, and hope they die. If not,
maybe you'll get a lucky pokeball....*shrug*. Sorry, I really suck at this one.
Event 49:All-Star Match Deluxe:You against Dr Mario, Falco, Ganondorf, Roy,
Young Link, and Pichu! Dear god!! You only get 2 bloody lives, and you have to
complete this stupid task in a mere 4 minutes. ;_; For Dr Mario, start
charding up a Flare Blade about 0.3 seconds into the match. When Dr Mario gets
to you, let it go. This is an easy 36% every time. Now just forward+A smash
him to death. Not -too- hard. Falco is all forward+A smashing, but he's really
quick, so you need to be too....not fun. Pichu is simple. Forward+A smashes
will do away with him quickly. Young Link will die the same way as Pichu,
without much resistance. Now comes Roy. You want to get to him with 2 lives
left. Deal as much damage as possible to him before you die. Forward+A smashes
combined with Rolling Dodges are the way to go. You'll probably die to him.
When you come back, get in a good hit, and then hope to finish him off before
your damage gets too high....finally, we have Ganondorf. This guy doesn't mess
around. You need to dodge as much as possible, and wait until you can catch
offguard, then slam with a forward+A smash. Once you do that, catch up with
him, and get him in a smash loop. Once he's off, he's simple to edge guard
with Flare Blade.
Event 50:Final Destination Match:Treat this just like the Master Hand at the
end of Classic mode and you'll do fine. It's no trouble at all dodging their
attacks, and Roy's up+A smash does decent damage. Once one is gone, the other
is toast. If you ask me, this event is pretty damn easy.
Event 51:The Showdown:Dun dun dun! All your hard work has paid off, and now
you're at the final showdown! It's you against Ganondorf, Mewtwo and
*drumroll* GIGA BOWSER! This guy is twice as large as regular Bowser, and
twice as ugly as myself. Everyone has 3 lives. Forward+A is definately the way
to go. Keep doing this over and over, using a Rolling Dodge when necessary.
Once Giga Bowser is dead, the other 2 are easy. Forward+A smashes will wear
them down eventually. If you happen across a good item like a superscope or a
pokeball, excellent, make it even easier. Edge guard with Flare Blade, and you
can beat them down without too much trouble ^_^
_________________
Break The Targets
?????????????????
I'll just give you my best strategy for getting a good time on Roy's BtT.
1:Jump up and do an up+A in mid-air to the first target. Hold right, and do
your 2nd jump onto the platform. When you're about to land, do a down+A to hit
the one below you.
2:Use forward+B to hit the 2 targets beside you.
3:Double jump, and use Blazer to land on the small platform above you, hitting
the target on it.
4:Do a small jump to land on the platform to your left, then jump up and
forward+A the target in the air. Hold left and do your 2nd jump. Forward+B the
next 2 targets, then fall down and Blazer the last 2.
_______________
Homerun Contest
???????????????
Grab the bat, and run up to the bag. Jump once, and at the peak of your jump,
press
Z to drop the bat. Now press down+a to spike the bag down. Do three more of
these drop/
spike combos, remembering to grab the bat in mid-air in between combos. Now as
soon as
you can, press and hold B. You need to do a fully charged Flare Blade to the
bag (you'll
know you did it by the explosion, and the 50% damage you'll deal to the bag).
You need
to be very quick to do this. Good luck ^_^
GOAL=2200+
NOTE:If you'd like to add a few hundred feet to this, and are good at L-
Cancels, try adding in a forward+B at the beginning for 5%. It's quite
possible to make it in time, and it gives you that extra distance. Go for it!
^_^ If you're really insanely good, instead of adding a forward+B, just do 5
drop/spike combos....I personally haven't done this, but it would get you well
over 3000 feet.......good luck! *shudder*
w00t, I got over 3000 with Roy yesterday! All you need to do is four bat
drops, then catch the bat in mid-air again, jump over the bag, and drop the
bat so that the bag flies left. As soon as you let go of the bat, start
charging Flare Blade. If the bag is at at least 103% it will come back, and
land right in front of you, so that you can blast it! Yay :) This is really
simple :)
_______________
Multi-Man Melee
???????????????
------------
10-Man Melee
------------
Roy's Blazer will make short works of these foes....self-explanatory.
-------------
100-Man Melee
-------------
Same idea as 10 Man Melee........
--------------
3-Minute Melee
--------------
Just kill the enemies for 3 minutes...this should play out almost exactly like
the 100-Man Melee match, but these guys are easier.
---------------
15-Minute Melee
---------------
This is tough...if you kill enemies left and right, the difficulty will become
too high for you to handle for 15 minutes...I suggest just dodging the dumb
enemies. This can get really frustrating, when you hit a bob-omb with 15
seconds left....:( Good luck.
-------------
Endless Melee
-------------
Err....Iono what to tell ya. Just kill as many guys as possible......Blazer is
a good bet, and Rolling Dodges will be very useful when the enemies get
harder...good luck!
-----------
Cruel Melee
-----------
*shudder* These are mega tough enemies....my high score is 7 :( Just use
Blazer, and hope they die. These guys will send you flying out of the arena
faster than you can think. In cruel melee, you get the Mr. Resetti trophy if
you can KO 5 enemies. Roy is generally the best character for this, as his
Blazer is one of the few attacks that can kill the cruel wire-frames in one
hit, if done correctly.
________
Training
????????
This is where you can hone your skills, or try out new strategies. This is a
good place to familiarize yourself with all of the items, or figure out what
you can and cannot do (for example, with some extensive testing, I have found
that Roy can indeed make it from the top right of Hyrule Temple to the bottom
right, with some nifty maneuvering. Try it!). As a matter of fact, here is a
list of fun things to try to do! I've done all of these, so don't think
anything is impossible!
-Make it from the top-right of Hyrule Temple, to the bottom right, without
items.
-Do 75% damage to an enemy in one hit.
-Perform an 8 hit combo.
-Hit a dummy computer opponent that is at 999% with a smash hit from the home-
run bat, and have them survive.
//////////
11-VS Mode
\\\\\\\\\\
VS Mode is where you'll probably be spending most of your time. This is heart
of SSBM, the area where you can pwn your friends madstyle! With my help, you
might just be the best....
__________
Strategies
??????????
Would you like to know some of my strategies....my deepest darkest secrets...?
Well then you've come to the right place ^_^ After reading this, you'll not
only be better overall, but you'll be able to kick my ass, because you'll know
what I'm gonna do before I do it!
One on One:One on One matches are quite simple for Roy....against a CPU
opponent, even at level 9, Roy can own like no other. His forward+A smash has
stellar range, and the computer shouldn't even be able to get near you. If a
projectile comes your way, Counter is the way to go. Except for Fox's pesky
laser...that should be dealt with by punishment of Double Edge Dance flogging
=D Roy's Rolling Dodges are extremely useful when fighting a computer
opponent, as they will continue to attack thin air, while you smash them with
forward+A, or Flare Blade. Hmmmm....let's get into some strategies for Special
Melees.
Camera Mode:Errrr..you can take some pretty nice pictures with Roy ^^ I
personally like a fully charged Flare Blade or a Blazer ^_^
Stamina Mode:This mode should be treated just like any other match. Your
forward+A smash does good damage, and should kill them soon enough.
Super Sudden Death:Jeezums...Roy isn't very good in this mode...if you can get
beneath them, do a Blazer...otherwise, your best bet would either be a
forward+A smash, or a dashing attack. Good luck.
Giant Melee:Omg..Roy is like, god when he's this large. His forward+A smash
has massive range. Abuse this move even more than you did before!
Tiny Melee:Hmmmm....very much reduction of range...this puts you at a slight
disadvantage...I suggest you use Double Edge Dance a lot, as well as Counter,
because projectiles become a lot more abundant in this mode.
Invisible Melee:This might as well just be a regular match....my only
suggestion is to do more Rolling Dodges, as some humans can be confounded by
this ^_^
Fixed-Camera Mode:Err....this is just a regular match....whee.
Single-Button Mode:w00t! Roy owns this mode! Pretty much all projectiles are
removed! Now you can completely own with your forward+A smash! w00t w00t!
Lightning Melee:This is pretty much just a regular match...though it's harder
to charge things up, because they run out quicker, and people run at you
faster etc....Rolling Dodges are very good, as well as Double Edge Dance.
Slo-Mo Melee:You can see pretty much everything coming, so there really isn't
any excuse for taking much damage...forward+A smash is great, and if you can
get them to the edge, there's no way they'll make it past a Slow Mo edge
guarding Roy with a charging Flare Blade ^_^
______
Stages
??????
Oooh.....29 stages....there sure is a lot to learn! Keep reading if you'd like
to learn how to use each level to your advantage with Roy ^_^
Icicle Mountain:This level is just a big death trap, inspired from the classic
NES title Ice Climbers. The level is always scrolling either up or down. It
can be going either fast or slow. When it's going slow, you need to seek out
the enemy, and smash them, or Double Edge Dance. The up+A smash is a good move
to use on this level, as it may pop them up off the top of the screen. When
the level picks up speed, just focus on staying alive. Roy can deal some good
damage with Blazer while keeping up, if you plan things right.
Princess Peach's Castle:This is a stage inspired by good old Princess Peach's
Castle in Mario 64. It's easy to ambush someone coming over the steeple with a
Blazer. On a sidenote, every once in a while, a Bullet Bill will come and plow
into the castle, then explode! Cool! If you're fighting a computer opponent,
you'll see them move to one side, and just sit there until it leaves. This is
a good opportunity to hit them with a down+A smash (they'll be on a lower part
of the castle). As always, forward+A smash is very welcome. You can jump to
the other side of the steeple, and wait for them to walk right into it ^_^
Rainbow Cruise:Hehe, this level is a lot of fun. You're fighting on the
airship from Mario 64's 15th level. On here, you should just use standard
fighting technique. After a little bit, the airship will crash into a
platform, and "sink". You have to make your way onto the series of platforms,
and battle there! The level is now scrolling. What I do is try to stay ahead
of my opponent, and wait for them, always ready to smash. Beware of donut
blocks, which will fall if you stand on them. Also at the end, when you loop
back to the ship, make sure you don't get stuck when the screen scrolls down,
and fly off the top (it's really embarrassing, trust me ;) ).
Kongo Jungle:A level taken out of Donkey Kong Country, this is one of my
favourites ^_^ Your forward+A smash can often kill a foe in only a few hits,
due to the small size of the level. Up+A smashes are also useful, when someone
is coming to drop down on you. Beware of the KlapTrap in the river! He'll kill
you very fast if you touch him. On a sidenote, the music in this level kicks
ass! w00t w00t for DK Rap!
Jungle Japes:Another level taken from Donkey Kong Country. This level is
rather bland IMO...there are more KlapTrap coming down the river....I like to
sit on either the left or right side, and wait for someone to come, then nail
them with a forward+A smash. The middle is dangerous, because they can come at
you from above or below. The music definately isn't up to Donkey Kong par
either.
Great Bay:A kinky level taken from Majora's Mask, involving a 40 year old gay
elf, and a Turtle with trees growing out of his shell. If that doesn't turn
you on, I don't know what will! Tingle, the aforementioned elf is always
hanging from a balloon. This balloon acts as a platform until someone pops it.
The turtle is a good place to fight....that is until it decides that it wants
to leave, placing you in the middle of the bay... I suggest you stay off the
turtle, and bat your enemies over onto it.I generally just stay on the middle
platform, and act as if I'm edge guarding. Guys will die off the left side of
the level with only a few smashes. Rolling Dodges are a big help in this
level, for dodging enemies that like to grab onto the ledge, and attack on
their way up, or even roll past you.
Hyrule Temple:My ultimate favourite level! This place is massive! It's
inspired by something or other from Zelda, and it looks to be ruins, but I
can't quite figure out where...oh well, this place is still awesome. You can
stand pretty much anywhere, and just wait for someone to come walk into your
forward+A smash. Also, if I'm above someone, I like to jump down and down+A
them in the air, then L cancel, and roll to the side, where I follow up with a
forward+A smash. Yay ^^ If you're fighting in the bottom section of the level,
damage levels can reach upwards of 350%(!!) because you don't exit the level,
you simply fly around like a pinball. If your damage gets above this, and
you're in a Time match, just jump off the edge. Better than your opponent
getting a KO ^_^
Yoshi's Story:A level taken from....you guessed it, Yoshi's Story! This level
is really crappy if you ask me...it's really small, and really bland, and just
reaks of bad design. Shyguys are flying around carrying food, so if you need a
little health, take one out...other than that, jsut use standard tactits, for
this standard level.
Yoshi's Island:This is Yoshi's good level, taken from Super Mario World for
SNES. Rolling Dodges are everything in this. Dodge, smash, dodge, smash. This
technique always works for me, whether it's against CPU or human. Throwing
items is good too, especially when they're up on the hill to the right. It'll
get bouncing around really good, and well, you never know what it might do =D
Sitting on the very left of the stage is good too, because your forward+A
smash can reach them when they're walking up the pipe.
Fountain of Dreams:A level taken from the Great Cave Offensive of Kirby's
SuperStar, this level is basically just Yoshi's Story, with a pretty
background. Standard techniques *yawn*
Green Greens:A stage taken from the very first Kirby game for gameboy, this is
a lot more fun than Fountain of Dreams. The yellow blocks that fills the gaps
in the stage are destroyed when hit by anything. There are also bomb blocks,
that you must be wary of, as they will blast you out quite quick....a good
strategy is to go to the right or left, and when they come for you, roll
towards the middle, and smash them off. Then edge guard with Flare Blade.
Corneria:Another one of my favourite level, taken from Star Fox 64, and
basically a shrunken version of SSB's Sector Z. This level is great for edge
guarding, and a lot of fun! Smashing is the key as usual, and rolling dodges
are quite useful. If you can get them cornered against the wall on the lower
level, do a Double Edge Dance with the 4th hit being down+B for some good
damage. Watch out for Arwings and Wolfen firing pot shots at you and the crew.
Venom:Another level taken from Star Fox 64, this is on the Great Fox again,
but on the wings, rather than on the main body. Again, there are Arwings and
Wolfen shooting at you. I like to wait on the opposite side of the ship, then
forward+A smash them, or Blazer. Lol, one thing that I learned the hard way,
is that when you're in a cave, you can't die off the side. I was edge guarding
Falco in event 49, and the bastard just kept bouncing back! After about 300%,
I just used Blazer, but this is something to keep in mind.
Flat Zone:Hehe, a cool little level, inspired from an old handheld game called
Game&Watch. The level is 2D, so 3D Roy looks quite out of place :) Fighting is
just regular tactics, as they can't go far at all on the sides before they
die. Be sure to watch out for falling tools. These pack quite a punch, as I've
died on more than one occasion to a bucket or a hammer. Occasionally a little
fella will come and spill some oil on the floor, which will make you slip and
slide. Not much of a big deal, but a cool effect ^_^
Brinstar:A level based on a planet you visit in Super Metroid, this beauty is
quite a death trap. Lava will frequently rise, so I advise you stay on the top
platform. The lava hurts a lot, and once you're in, you'll take a few hits
before you come back, IF you come back. Otherwise, I like to stay on the left
or right platform, and edge guard. Fun stuff :)
Brinstar Depths:An aesthetically amazing level, this was taken from Metroid as
well. In the background, you'll see a large Kraid, a creature who will take a
swipe at the entire level and rotate it!!1 Awesome! This is a great level! In
any one on one match, I like to head to the small lone rock platform, and just
stay there, edge guarding. If he rotates while you're there, you can get
yourself stuck underneath the level, which can be the perfect place to kill
time if you're in the lead of a Time match. Good luck ^^
Onett:A busy little town from Earthbound for the SNES, this is the first city
you come across. Occasionally an exclamation mark will appear, and a car will
zoom across the bottom of the level. Make sure not to get hit by this, as it
has a good chance of killing you. The platforms in the middle will sometimes
collapse, putting an interesting spin on things. Personally, I like sitting on
the power wires on the right side of the level, and just edge guarding.
Fourside:The second city from Earthbound to make it to SSBM, this is the
fourth city in the game for SNES. This level takes place atop skyscrapers, and
a scaffolding that moves. Also, every once in a while a UFO will come for you
to battle on. The surface is very slippery, so be wary. This is a great level
for just sitting and waiting for people to come to you! Beware though, as they
have a large skyscraper for a vantage point, and can throw items at you
easily. Try catching them mid-air, then throwing them back! That'll show em ;)
If you can, try to use your mid-air down+A to smash people down the gaps.
Often they can't get back up ^_^
Mute City:This is a racetrack taken from the futuristic F-ZERO circuit. You'll
be travelling along the track on a platform, periodically stopping, to battle
on the track. Beware of passing racers, as they can hurt you a lot (they're
going over 400 kph after all). For this level, I just go AWOL, and run around
dash-attacking people. It doesn't pay to use your forward+A smash here, unless
you're edge guarding. The pace of this level is very fast, and you have to
keep up with it.
Big Blue:A really awesome level, where you're fighting atop F-ZERO racers! You
start on the Falcon Flyer, and can move to other racers that are passing below
you. Since the racers are moving really fast, be careful not to touch the
road. You'll be left behind. There are platforms that float around sometimes.
I encourage you to fight on these, as they are much safer than the cars. I
like the down+A mid-air attacks, to smash people right into the track, then
get back to the cars with a lateral Blazer (hold left/right while doing it).
Good luck, as this is what the level often comes down to!
Pok?mon Stadium:A level inspired by Pokemon. This is a stadium that pokemon
battles are held in. At first, the level is quite simple. Only 2 platforms,
and not much special about it, other than the video screen in the background,
that shows battle statistics. Once you wait a bit, the level changes to either
a water, fire, or earth themed level. Kewlio! This is a level for standard
tactics. Edge Guarding is useful, but if they have good recovery, it could be
a while before they die, as the actual out of bounds area is quite far from
the level. An item that lands on one of the floating platforms is best grabbed
in mid-air, rather than jumping up and grabbing it. This can save time, and
maybe even your life!
Pok? Floats:Lol, a crazy level inspired by a ton of different pokemon! The CPU
really sucks at this level, and will SD a lot. Always stay on your toes, and
be wary of sudden change. If you get on one that looks like it's gonna stay
for a little bit, hit the enemy with forward smashes, and Double Edge Dance.
Otherwise, down+A in mid-air, and Blazer is always a good bet, when the level
is changing. Hehehe, isn't Psyduck just soooo cyute!! Heh...Roy isn't the
greatest for this level with is meager jumping abilities, but you should be
able to pull it off ;)
Mushroom Kingdom:A level inspired by Super Mario Brothers 1! This is a cool
level, that brings nostalgia to the air ^^ The bricks are destroyed in one
hit, and the ? blocks produce items. The small gaps are a good place to die
with a misplaced Blazer, or someone who decides to meteor smash you down
there, so be wary. Other than that, it's just standard edge guarding, forward
smashing, Double Edge Dancing fun :)
Mushroom Kingdom II:A level taken from Super Mario Brothers 2, this level is
kinda plain. The 2 gaps are easy to die in, but also easy to kill others in
(dodging green missiles, and skull bashes is fuuuun!). I prefer to stay on one
side, and just guard the edge. When Birdo comes to peg you off in the back of
the head with eggs, move to the middle, and use rolling and smashing
techniques.
Kongo Jungle:A stage from SSB, that is quite bland. The only excitement you'll
get from this is jumping into the barrel cannon floating around the bottom.
Something to note is that you can up up through the main level, which might
save you as some point. I just stand on one side or the other charging a Flare
Blade or forward+A smash. As always, rolling is a good idea.
Yoshi's Island:What the...*does a double-take* Is it just me, or is the only
thing separating this from Yoshi's Story, the fact that this level has
disappearing clouds...gawd, what a boring level... I suggest you smash your
foes out to the right clouds. They've gotta come back sometime, and you'll be
waiting as ye loyal edge guarder. Other than that, standard...*yawn*
Dream Land:Yet again we have another plain jane level. Other than the
occasional wind blowing you to the side, this level is as basic as it gets.
Standard tactics again (bet you're getting tired of hearing that ;p)
Battlefield: This is about as plain as they get. One thing to note is that
from the main platform, you can hit people standing on the left and right
platforms with your up+A smash. This often comes in handy. Standard tactics
again....*sigh*
Final Destination:This is definately one of my favourite levels. It's so
simple, and yet so great! This is perfect for just sitting back, dodging
projectiles, and doing what Roy does best;his forward+A smash! That's all you
need for this level, other than items, and Flare Blade for edge guarding. Plus
it's got cool music and everything. Yay!
///////////////////
12-Words Of Wisdom
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These are my final thoughts...and things that you should always remember when
fighting as Roy:
-forward+A smash is ALWAYS a good idea. Period.
-Blazer is great for tiny enemies, or multi enemy matches.
-If you see an attack coming, or sense it for that matter,
roll past the person, and smash them from behind.
-always edge guard with Flare Blade
-don't be afraid to take risks...they often pay off
-drugs are bad, mmmhay?
-go check out Roy's 33rd sound clip in the sound test! It rocks! Yes, the best
thing you'll ever do with Roy is listen to this! It's one of his victory
speeches, and in english it means "For those that I must protect, I cannot
lose!". Awesome, simply awesome!! =D
////////
13-FAQs
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Q:What do Roy's other voices mean?
A:Dunno, check for them in a later version -_-;
Q:Why do you suck so badly at writing?
A:Damnit, I don't know, quit making fun!
Q:Who let the dogs out?
A:My sister, but that's a long story.
Q:What other games do you like to play?
A:Perfect Dark, Pok?mon, Super Monkey Ball, etc. I also enjoy many RPGs, and
have beaten every Final Fantasy game.
Q:Will you be my friend?
A:Probably, beggars can't be choosers after all.
Q:Are you really uglier than Giga Bowser?
A:You be the judge. www.geocities.com/xxfunkytoadxx/erik4.jpg
Q:Are you just making up questions and answers to take up more space.
A:Get a life.
Q:Can I go now?
A:Nope.
///////////
14-Closing
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Well, you've just spent the last few hours, reading about how I play with Roy,
and the best ways to confound your opponents with him. Now it's time that you
should be leaving, to go out in the world, and make your own strategies, and
maybe come back one day to beat your master.....*sniff* Goodbye Grasshopper.
///////////
15-Credits
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I'd like to thank the following people/organisations, etc:
CJayC-for maintaining such a great site, and hopefully posting this ;)
Nintendo-for taking my soul in exchange of a GameCube...err...I mean, for
making GameCube such a great system....
Marissa-My best friend in the whole world, who is the reason that I'm even
alive right now ^^
HAL-for making this beauty of a game
Roy-well, if he wasn't here, this FAQ would lose a lot of credibility, no?
AlphaZ44550@aol.com-tip on Meteor Smashes, and Screw Attack
Buckwheatz Revenge:For giving me a bunch of info....wheee.
//////////////
16-Disclaimer
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I own this guide, and it is protected by copyright...so don't plagiarize, got
it? I'll sue yer ass faster than you can call for your mommy. The only thing I
own is this guide. All characters, trademarks etc, are owned by HAL and
nintendo.
*EOF*